R22.5.00
This update includes a patch overview video!
This update includes a patch overview video!
General
- New: DLT-19 Heavy Blaster Rifle
— A bloom-based repeater-style weapon. Secondary fire is a scope. Unlike other bloom weapons, you can regain control over its bloom either by not firing or by changing your movement depending on the level.Value Amount Damage 36 Velocity 4500 Rate of Fire 1 shot/220 ms FP drain — blocking close 8 FP drain — blocking far 4 FP drain — running close 9 FP drain — running far 6 Ammo per shot 3 Level 1 clip size 40 Level 1 Primary fire always increases bloom. Level 2 clip size 70 Level 2 While standing still, bloom is decreased. Level 3 clip size 120 Level 3 While standing still, walking, or crouching, bloom is decreased. - New: FA-3 Flechette Launcher
— Similar to the base Flechette, primary fire shoots shards with limited ricochet properties in a randomized shotgun spread. As a projectile weapon, energy shields are only of limited defense against it. Secondary fire aims down sights and tightens up the spread. No passive ammo regen.Value Amount Shards per primary shot 6 Damage per shard 20 Velocity 6325 Rate of Fire 1 shot/second FP drain — blocking close 16 FP drain — blocking far 12 FP drain — running close 20 FP drain — running far 15 Clip size 3 Level 1 reserve ammo 12 Level 2 reserve ammo 20 Level 3 reserve ammo 32 Shard randomization reduction when scoped 60% The FA-3 Flechette was first seen in The Force Unleashed wielded by EVO Troopers. In Open, this weapon will be starting on the new Shock Trooper class, and is intended to give Imperials some non-grenade utility.
- New: Cycler Rifle
— A crude slugthrower rifle. Considered a sniper weapon for Beskar damage reduction and bonus headshot multiplier. As a projectile weapon, energy shields are only of limited defense against it. The weapon is accurate while standing still, but far less when moving. Secondary fire acts as a scope, though the weapon can be fired without scoping in. No passive ammo regen.Value Amount Damage 70 Velocity 9825 Rate of Fire 1 shot/second FP drain — blocking close 20 FP drain — blocking far 15 FP drain — running close 30 FP drain — running far 20 Clip size 3 Level 1 reserve ammo 12 Level 2 reserve ammo 20 Level 3 reserve ammo 32 Cycler is the Star Wars term for a type of energy-sheathed projectile rifle considered crude by most of the galaxy. It will be starting on the Rebel Elite Trooper in Open. For those who know their lore, in Legends Rebel Special Forces made use of slug throwers. It is also a nod to the long guns used by some aliens in the Partisans seen in Disney Canon. Additionally it helps with the Elite Trooper's identity being focused on the many anti-Imperial guerilla movements that eventually coalesced into the Rebel Alliance.
- New: Equalizer
— A pulse-based heavy rocket launcher. Primary fire shoots an ion blast that knocks down and shocks targets in its radius, and is very effective vs. armor. Secondary fire will remote detonate the last rocket you fired, and if the key is held over an enemy before firing, it will attempt to lock onto a target for your next attack. If a homing lock is successful, rockets will have increased velocity. Shares an ammo pool, reload style, and interruptible firing animation with PLX-1.Value Amount Primary damage 80 Splash damage 80 Splash radius 120 Base velocity 400 Homing velocity 1610 Ion blasts added per level 4 Clip 4 In Legends, the Equalizer was a 4-shot disposable ion launcher. It was one of the few anti-vehicle weapons listed for the Empire in the early years of the franchise, so it was used in many mod projects and other fan works. We played around with different limitation on it to prevent weapon switch into an instant rocket, but ultimately decided to keep the same rules as PLX-1 for the sake of consistency.
- New: Impact Grenade
— A small light grenade. Primary fire detonates on impacting a target and secondary fire detonates on impacting anything. Small radius and low damage. Note that pushing/pulling the grenade detonates it prematurely.Value Amount Splash radius 100 Secondary direct impact damage 30 Secondary splash damage 15 Primary direct impact damage 40 Impact Grenade fills in the role of both the newly-replaced Frag Grenade secondary fire, and the ancient Frag Grenade secondary fire (also seen on Quick Throw 2). The model is also the old Frag model.
- New: Smoke Grenade
— A grenade that does no damage but spreads smoke across a large area, obscuring sightlines. Tracked/Sensed/Cloaked players are visible through it, making for some interesting dynamics.
- New: Flashbang Grenade
— A low damage blinding grenade with a medium-sized damage radius, but a large sight-based flash effect. Ifclose enough to the damaging portion, you will be hard-blinded for a scaled amount of time. Note, Advanced Logic 1 will make you resistant to the blinding, and level 2 will make you immune to the blinding, but neither will make you immune to the 2 second flash nor sight-based explosion effect.
Value Amount Damage 20 Splash radius 200 Flash duration (does not stack with blind) 2 seconds Sight-based flash radius 400 Damaged blind duration — close 5 seconds Damaged blind duration — medium 4 seconds Damaged blind duration — far 3 seconds If this sounds overcomplicated, it's because we are implementing flash bangs in an engine not designed for them. Our focus is on making sure it's fun to use and not too frustrating to fight. Pro-tip, keep your distance and avert your eyes. The damage AoE blind is a compromise, as emphasizing the 'bang' part of a flash bang is unlikely to be appreciated.
- New: Gas Grenade
— A grenade with a large radius that deals poison damage on explosion, and inflicts poison doses that scale depending on how close you are to the radius center. Note that poison does not affect droid classes or vehicles.Value Amount Splash radius 350 Explosion poison damage 30 Poison doses — close 6 Poison doses — medium 5 Poison doses — far 4 Damage per second 3 - New: Bacta Bomb
— A support grenade with a large radius that deals no damage, but will heal both allies and enemies through an initial burst and a heal-over-time. Note that Bacta only heals organic classes, and doesn't repair droid classes or vehicles.Value Amount Splash radius 350 Initial healing 20 health Healing duration — close 10 seconds Healing duration — medium 7.5 seconds Healing duration — far 5 seconds Healing rate 4 health/second - New: Temporary Cloaking Device — A temporary, single-use ability that turns the user invisible. Each level grants additional uses of the Cloak. Note that attacking, scoping, taking damage, and using other abilities breaks the cloak prematurely.
Value Amount Cloak duration 10 seconds
- New: Quick Personal Energy Shield — A short-term personal energy shield that reduces incoming damage. Note that melee, ion, poison, and physical attacks bypass the shield, and it only provides reduction against projectile rifle shots, flechette shrapnel, and cycler bullets. Additional levels grant additional uses of the ability.
Value Amount Incoming damage reduction 50% Duration 10 seconds Projectile rifle/flechette/cycler reduction 20%
- New: Temporary Grappling Hook — Limited-use version of existing Grappling Hook. Otherwise acts as normal. Subtracts one use on actual impact.
Value Amount Grappling Hook uses per level 2
- New: Cybernetics and Stability — Cybernetics in Star Wars can be quite powerful but are notoriously unstable. In MBII, it grants you additional durability, but can become a liability if overstrained. Stability is its accompanying resource.
Value Amount Damage reduction — 70+ Stability 20% Damage reduction — 40–69 Stability 10% Damage reduction — below 40 Stability None Stability regeneration 3/second Stability regeneration while running 2/second Stability loss 1 per 3 damage
- New: Overclock — An active ability that empowers the user at the cost of Stability. You can continue to use Overclock if you're out of Stability, but you will begin losing health from overclocking your cybernetics. Note that you must manually deactivate Overclock.
Value Amount Speed increase +82.5 Melee damage increase 2× Stability cost 8/second
- Change: Cryoban Grenade Rework
— Now in addition to freezing in an AoE, it generates an ice slick that freezes anyone who enters it. The ice slick slowly melts overtime. If you run in the ice slick, you will be knocked down and rapidly freeze but if you walk, you will be able to keep your balance.
- Change: Concussion Grenade's secondary fire changed so if you tap it, you will throw it at full strength.
- Change: Frag Grenade's secondary fire and special Quick Throw 2 functionality replaced with a full speed throw.
- Change: Quick Throw has been updated for all the new grenades. Currently, we don't have a way to select the grenade to be thrown, so it goes down the following list:
- 1. Impact 2. Frag 3. Pulse 4. Bacta 5. Flash 6. Gas 7. Smoke 8. (Base) Thermal 9. Rock
- Change: Removed more blinding effect randomization. No longer has swing of 400 ms when the effect is applied through set duration.
- Change: Some emotes from the pie menu have been made torso only, allowing you to crouch while still playing the animation.
- Change: Spin - slightly increased chance of Whistling Bird of death
- Change: Thermal Detonator's white flash blind will no longer effect targets without line of sight to it.
- Change: Rework of all freezing mechanics. It will work better on NPCs and has a broader continuum between ice slowing to completely frozen. Fixed several edge cases where some animations would still play despite being frozen.
- Change: A280 level 3 clip increased from 70 to 80.
- Change: EE-4 stats. The goal was to reduce the amount of primary fire shots per clip while keeping the same number of sniper shots per clip. Also reducing the high ammo drain of sniper shots.
Value Previous New EE-4 clip size 75 60 EE-4 sniper shot ammo cost 25 20 EE-4 sniper damage 70 73 - Fix: EE-4 primary FP drains.
Value Previous New Block close range 11 11 Blocking far 7 6 Running far 13 8 Running close 16 12 - Fix: EE-4 sniper FP drains.
Value Previous New Block close range 30 36 Blocking far 24 24 Running far 30 29 Running close 40 43 - Change / Fix: Dex Roll cooldown will now show in HUD
- Change / Fix: Sonic and Cryo Grenades will no longer have a chance to phase through entities.
- Fix: Mind Trick will now turn off on any kind of saber ignition, including taunts.
- Fix: M5 scope 2 rate-of-fire set to the correct speed.
- Fix: Shockwave ability on non-Deka classes will correctly push grenades.
- Fix: Zooming into the second level of Projectile Rifles will no longer let you get around the jump restriction.
- Fix: Unmarktk admin command should behave correctly in all scenarios
- Fix: Fixed a bug where NPCs could cause a server crash if they loaded in the same entity slot for multiple rounds.
- Fix: Can no longer see attempt at Gunbash animation while actively performing force activation anims, etc.
- Fix: You can no longer be issued TK points for expected damage done to enemies after you die by suicide
- Fix: Spin - getting assigned a new special will no longer call roundspawner ability again
- Fix: Force Stasis
- Blaster bolts / nades should no longer get stuck for a while in Stasis even after it ended
- Being hit by a currently stasis'd blaster bolt will not cause any knockback anymore
- Stasis blaster bolts will check the weapon overrides of the original owner, rather than the force user (fixing Legends Yoda's stasis causing 0 damage if blaster bolts were done by a minigun)
- The process of releasing bolts & nades is strictly limited to the specific force user now to prevent releasing blaster bolts that have been captured by other Stasis bubble nearby
- Feature: Event Notification Service is now Live. Details are in the Dev Diary
Open
- New: Shock Trooper
— The new Imperial class is the Shock Trooper. It will be taking the Imperial heavy infantry identity that Commander is moving away from. It will also be adding some much-needed utility to the Imperial team.Feature Amount Speed 187.5 (270 with Overclock active) Health 80 Armor 20/30/60 for 0/4/10 points Ammo 0/3/4 points Pistol 0/3 points T-21 10/15/5 points DLT-19 12/6/6 points Flechette 18 points Equalizer 18 points Frag Grenade 15/15 points Fire Grenade 15/15 points Reinforcement 30 points Cybernetics 8 points (grants Stability Resource and Overclock ability on Class Special 1) - New: Operative
— The Operative will be the new Rebel sniper class. It relies on gadgets for durability and repositioning, preferring to never fight fair.Feature Amount Speed 250 Health 100 Armor 30/45/60 armor for 0/4/6 points Ammo 0/3/4 points Pistol 0/3/13 points EE-4 8/12/12 points Projectile Rifle 20 points Cryoban Grenade 15 points Bacta Grenade 15 points Frag Grenades 12/12/12 points Personal Energy Shield (Class Special 1) 8/8/8 points Cloaking Device (Class Special 2) 8/8/8 points - Change: Commander
— With the Shock Trooper becoming the heavy infantry, that frees up Commander to embrace the officer side of their class, serving as a backline support and leader for their team.Status Feature Removed T-21 Removed Frag Grenade Removed Fire Grenade Added Pistol level 3 — 13 points Added Impact Grenade — 15/15 points Added Smoke Grenade — 8/8 points Added Bacta Bomb — 17 points Added Dash (Class Special 2) — 8 points - Change: Hero
— With the Operative becoming the main Rebel sniper class, that frees up Hero to be, well, a hero. The class has been focused on a play style more akin to the main heroes in the movies, rallying their allies and using their other abilities to push through dangerous situations.Status Feature Removed Projectile Rife Removed Frag Grenades Added CR-2 — 10/7/8 points Added Rally — 0 points Added Impact Grenades — 9/9/9 points Changed Quick Throw — 0/10/4 points → 4/6/4 points Changed Armor — 30/45/60 → 25/50/75 Changed Dodge — 4/6/6 → 3/5/7 points - Change: Elite Trooper
— This class is being refocused on being a hard-hitting, mobile, guerrilla fighter. It cannot stand toe-to-toe with Imperial firepower, so it must hold back and fight from a distance with hit-and-run tactics while shaping the battlefield to their sides advantage.Status Feature Removed Rally Added Stimpack — 10 points (Class Special 2, increases movement speed by 20% and adds 30 hp for 20 seconds, any hp over the maximum is lost after the timer) Added Smoke Grenade — 8/8 points Added Cycler Rifle — 20 points - Change: Soldier/Trooper
— To reflect the number of enforcer, security, and military police models, these classes have been given the Flash Grenade as an additional utility option. Additionally, there are minor point cost changes to CCT.Status Feature Removed Old Frag model override for B1 Changed Close Combat Training — 3/6/10 points → 3/4/8 points Added Flash Grenade — 12 points - Change: ARC Trooper
— In reference to the mobility shown by ARCs, Clone Officers, and Republic Commandos, specially seen in The Clone Wars animated series and the old cartoon, they have been given the limited-use grappling hook for mobility. This will add some more speed and mobility to the Rebel team in the face of Dekas and Mandos.Status Feature Added Temporary Grappling Hook (Class Special 4) — 5/5/5 points, each level grants two uses - Change: Mandalorian
— Minor change to the level 2/3 armor point costs to bring it in line with other classes, as well as freeing more points up for Mandos willing to drop armor level 3.Status Feature Changed Armor — 0/5/7 points → 0/4/8 points - Change: Bounty Hunter
— To better reflect Bounty Hunters taking live targets, they have been given the Flash Grenade. Additionally, the Gas Grenade has been added to reflect their other aspect as an underworld death-mark assassin. This will give the class some additional build choice that isn't just Thermal Detonator vs. Darts.Status Feature Removed Thermal Detonator model overrides Added Gas Grenade — 10 points Added Flash Grenade — 10 points
- Change: You can now slap despite being staggered by an interrupt
- Fix: Fixed weird behaviour of Dueling NPCs when they were being passed wrong value, and fixed a server crash.
- Fix: Duals offhand can now block normally despite main saber being called back
- Fix: Duals offhand can now properly block saber throws against it
- Fix: Cyan's perk of not losing its Saber in a 0 BP parry works again.
- Fix: Blue's perk of gaining even more damage on MBC after reaching ACM threshold has been fixed:
- Previously activated after only 4 ACM, it now activates after 6 ACM as intended.
- No longer works on all styles, only Blue.
- New: Game Options 3 - new non-FA option to move Stasis (Jedi) / Dark Rage (Sith) bind to CS2, replacing Slap.
- New: Controls Interaction - Lightsaber Style Selection Wheel
- New: / Change: Open Mode changes reflected on the Open Join Screen & Point Buys, Kill Feed
- Change: HUD Class Amounts have received new icons and other changes.
- Added items in supported HUD playerstatuses "nades3" "nades4" "temp"
- Switched background2 & background3 between EMP and PLX Icon in "nades2"
- Change: Selecting items in Pie Menu is no longer possible with numerical keys
- Fix: Minor improvements to in-game UI, mostly focused on fixing aspect ratio of squashed icons.
Models
- New: Added Shocktrooper (Star Wars Galaxies) as class default to Open Shock Trooper.
- New: Added Ysanne Isard (X-wing series) to Open Commander.
- New: Added Lang (The Mandalorian) to Open Bounty Hunter.
- New: Added Ubese Scout Guard (The Mandalorian) to Open Bounty Hunter.
- New: Added Rend2 support to the previous batch of lightsaber hilts added in May 2025:
-
Darth Sidious (Dark Empire)
Darth Talon (Black & Wooden Variants)
Imri Cantaros (HR)
Jecki Lon (Acolyte)
Kelnacca (Acolyte)
Leia Organa (EU #2)
Nomi Sunrider (EU)
The Ronin (Visions)
Torbin (Acolyte)
Yord Fandar (Acolyte) - Change: Minor humanoid updates
- Change: Moved Captain Panaka, Luthen Rael, Saw Gerrera, Rebel Partisan 'cyber', Tobias Beckett, Jyn Erso, Cassian Andor, Morgan Katarn, Kyle Katarn (DF1), Jan Ors, Mara Jade (MotS), Dash Rendar, ND-5, Lobot, Crix Madine/Rebel Officer, Iden Versio, Jod Na Nawood, Migs Mayfeld, New Republic Marines, Old Republic Officer, Mission Vao, Atton Rand to Open Operative.
- Change: Moved Deathtroopers, Purgetrooper, Heavy Stormtroopers (OT), Enoch, Cardinal, Pyre, Phasma, Sovereign Protector, NeoCrusader, Elite Sith Trooper (KotOR/TRoS), Sith Imperial Trooper (TOR), Swamptroopers to Open Shock Trooper.
- Change: Moved Chimaera Stormie, Narkina Guard, Imperial Army Garrison/Tactician/Security/Navy 'conscript', Snowtrooper, Scouttroopers, Stormie (TFA) regular variants, Sith Fleet Technician (TRoS), and the rest of the B1 Battledroids to Open Soldier.
- Change: Moved Baze Malbus to Open Elite Trooper.
- Change: Moved BX Commando Droids to Open Bounty Hunter.
- Change: Moved Old Republic Troopers to Open Clonetrooper.
- Change: Brought back the classic forest and desert uniform for Rebel Commandos.
- Change: Swapped "Mercenary" Zabrak Female (ET) outfit to Rebel Magma uniform, added the former's original counterpart to Open Jedi as a result.
- Change: Swapped dark side male exile from generic Jedi robes to Sith Master uniform.
- Change: Reworked Emperor Palpatine outfit in favor of authenticity.
- Change: Separate soundsets have been setup for Imperial Officer 'female', some BX Droid variants and some Rebel Pilots.
- Change: Jango Fett, Boba Fett, Boushh, Deathwatch Mandos, Montross, Jaster Mereel, various MB2 mando skins upgraded with Rend2 support.
- Change: Darth Revan (TOR) saber hilt upgraded with Plasma's version w/ Rend2 support.
- Fix: Lighting seams, decap texture adjustments and other miscellaneous fixes on up to 30+ models.
- Remove: Imperial Navy 'ensign', New Republic Guard 'abednedo', Resistance Trooper 'soldier', Rebel Guerilla 'poncho', SOTE Trooper as they don't fit the current Open mode class lineup.
NOTE: Modelpath changes
[*] rebel_heavy/default --> rebel_commando/ds
[*] jedi_zf/merc_et --> rebel_magma/female_zabrak
[*] jedipack_f --> removed
[*] palpatine/robed --> darthsidious/default
[*] palpatine/emperor --> darthsidious/emperor
[*] jedipack_hb/exile_sith --> sith_assassin/exile
- mb2_coruscant_chase
- New / Change: Replaced the skybox with a higher quality version.
- Fix: Typo in loading screen
- mb2_corellia
- New / Change: Replaced the skybox with a higher quality version.
- New:
Feature .mbch fields DLT-19 Heavy Blaster Rifle weapons WP_DLT19
attributes MB_ATT_DLT19
WP_DLT19FlagsFA-3 Flechette Launcher weapons WP_FA3_FLECHETTE
attributes MB_ATT_FA3_FLECHETTE
WP_FA3FlagsCycler Rifle weapons WP_CYCLER
attributes MB_ATT_CYCLER
WP_CyclerFlagsEqualizer weapons WP_EQUALIZER
attributes MB_ATT_EQUALIZER
special#HUD HUD_PLX1ROCKETS
WP_EqualizerFlagsImpact Grenade weapons WP_IMPACT_NADE
attributes MB_ATT_IMPACT_NADE
special#HUD HUD_IMPACTNADE
WP_ImpactNadeFlagsSmoke Grenade weapons WP_SMOKE_NADE
attributes MB_ATT_SMOKE_NADE
special#HUD HUD_SMOKENADE
WP_SmokeNadeFlagsFlashbang Grenade weapons WP_FLASH_NADE
attributes MB_ATT_FLASH_NADE
special#HUD HUD_FLASHNADE
WP_FlashNadeFlagsDioxis Grenade weapons WP_GAS_NADE
attributes MB_ATT_GAS_NADE
special#HUD HUD_GASNADE
WP_GasNadeFlagsBacta Bomb weapons WP_BACTA_BOMB
attributes MB_ATT_BACTA_BOMB
special#HUD HUD_BACTABOMB
WP_BactaBombFlagsTemporary Cloaking Device attributes MB_ATT_TEMP_CLOAK
special# EAS_HI_TEMP_CLOAK
special#HUD HUD_TEMPCLOAKQuick Personal Energy Shield attributes MB_ATT_TEMP_PSHIELD
special# EAS_HI_TEMP_PSHIELD
special#HUD HUD_TEMPPERSONALSHIELDTemporary Grappling Hook attributes MB_ATT_TEMP_GRAP_HOOKS
special# EAS_HI_TEMP_GRAPPLEHOOK
special#HUD HUD_TEMPGRAPPLEHOOKSCybernetics and Stability attributes MB_ATT_CYBERNETICS
resource RESOURCE_STABILITYOverclock special# EAS_HI_OVERCLOCK Operative MBclass MB_CLASS_OPERATIVE Shock Trooper MBclass MB_CLASS_SHOCKTROOPER
- Change: HELD_KNOCKDOWN special functionality with WP_FRAG_NADE Frag Grenade sec fire has been removed. Seek WP_IMPACT_NADE Impact Grenade for that behavior.
- Change: WP_ROCK_NADE Rock damage, splash damage, and splash radius increased from 1 to 10 across the board. This hopefully fixes instances of unintentional lower damage or non-registration due to rounding down.
- Change: WP_SHOTGUN Shotgun blasts will no longer pierce saberist Blaster Deflect attempts.
- Shotguns were generating some major heat from Saberists, and after some digging we found the weapon had been set up with a special function. This has now been removed, and we will keep an eye on Shotgun play to ensure they aren't too weak now.
- Change: MB_ATT_SHOCKWAVE Shockwave ability (when used by non-deka classes) can no longer be activated if frozen, sonic stunned, knocked down, etc.
- Change: WP_THERMAL Thermal Grenades can now be used with the WP_UGL Universal Grenade Launcher
- Change: HUD_BASETHERMAL has been setup for .mbch special HUD use.
- Change: Homing rockets (WP_ROCKET_LAUNCHER PLX-2M, WP_EQUALIZER Equalizer) now have better targeting AI. There should be less looping their target and more taking the earliest opportunity to catch them in splash damage.
- Change: FP_SUMMON,1 Force Summon 1 default NPC spawn changed from remote_imp to floating_mine.
- Change / Fix: Added barrel to WP_UGL Universal Grenade Launcher model.
- Fix: Weapon overrides on WP_THERMAL Thermal Grenade & WP_ROCK_NADE Rock will now properly work
- Fix: Model-related weapon overrides on MB_ATT_STICKY_BOMBS Sticky Grenades from WP_MGL Micro Grenade Launcher will now properly work.
- Fix: Sticky Grenades for the MGL now properly stick, preventing sound overflow in some situations
- Fix: WP_AMBAN Amban stab animation will now ignore WP_MeleeFlags Melee flags.
- Fix: Can now fire an MB_ATT_ROCKET Jetpack Rocket even if active weapon has primFireEnabled 0 primary fire disabled.
- Fix: MB_ATT_WRISTLASER Wrist Laser & Jetpack Rocket abilities are no longer affected by the active weapon's velocityMod velocity.
- Fix: Custom gunbashAnim Gunbash anims in Melee will no longer trigger the longer 5s cooldown.
- Fix: Supported abilities with flags will no longer inherit damageMod effects from held weapon, fixing things like Legends Astromech insta-kills.
- Fix: Damage done after self explode, such as WP_DET_PACK Det Packs exploding, will no longer be negated.
- Fix: Fixed a client crash related to ghoul2 instances when changing modes Legends/FA to other mode.
- Saved character builds will break between patches if point buys were altered. Delete/remake them if experiencing issues.
- Misc. changes to text, sounds, effects, animations, etc.
- New MBII features have been distributed where appropriate, and in some cases replace “stand-ins” with legitimate versions, i.e. 0-damage Frag Grenades with a smoke effect are now actually Smoke Grenades. Read the General notes for more info about base game changes.
- Terminology changes:
- EX Saber Training > Saber Mastery
- Skill Cooldown > Skill Recharge
- Splash/Splash Damage > AoE/AoE Damage
- Aerial Resource Regen > Force-Flow Jumps (this is more like how it actually works.)
- Class description stats have been reformatted/color coded for clarity/brevity, and written stat values now match their internal values and are written as multipliers. Exceptions:
- The internal inverse value fields (RoF, Melee RoF, Reload Speed, Hack Speed, Skill Recharge) will be displayed as multipliers, but their values are now displayed as positively correlated with the actual effect. If this is confusing just look at the pretty colors, green = good, red = bad. We have also taken this opportunity to fix some bad math.
- Saber stats, AoE, and a couple others are now written as whole numbers.
- Resource regen stats stay the same.
- Sabering:
- Story time: We discovered that CSmultiplier Chain Speed multiplier (CSmult) only affects how frequently your Saber hitbox is active when interacting with an opposing Saber’s block, whereas ASmultiplier Attack Speed multiplier (ASmult) controls the speed of all Saber swings. This effectively makes CSmult a barely relevant stat, so long as it matches or eclipses the accompanying ASmult. If lower, passthroughs will abound. Thusly...
- For classes with Chains >1, AS has been capped no higher than 1.12x.
- For all classes, AS is now equal to or lower than accompanying CS, by method of lowered AS, increased CS, or a split between the two.
- Put together, dueling will be a little more readable, and passthroughs should occur less.
- Furthermore, due to the addition of a certain few Dark Jedi to Villains, we’ve eased up on the restriction of only Red/Purple saber colors for Villains and added the Blue saber color to Sith Warrior (Anakin) & Palpatine (Dark Empire) hilt options. For some level of clarity, even if small, the Blue saber color on Villains is a darker hue than on most Heroes.
- Story time II: We discovered forceRegen and rankForceRegen function in unexpected, broken ways, so until that has been fixed, we are making adjustments to ensure some order around here.
-
Supreme Chancellor Sheev Palpatine “We will watch your career with great interest!”- Our fearless leader, attempting to maintain peace in the galaxy. His outward appearance masks a horrible truth: he’s a politician, and they’re not to be trusted. If well-protected at a safe distance, Palpatine can alter the course of battle through subtle manipulation and misdirection.
-
Serra Keto “They’re right, the Dark Side does make you ugly.”- Cin Drallig's finest pupil and a dynamic Jar’Kai specialist, reliant on mobility and evasion to defeat her foes. Her advanced melee skills are unlike anything else in the annals of galactic warfare, though one must advise caution when sheathing one’s Lightsabers.
-
Vandar Tokare “There is no emotion; there is peace...”- A wise old master who specializes in short-range levitation skills and dampening enemy Force usage.
-
Zombiewok “Brains............................ yub nub.”- Adorable inhabitants of the Endor moon who have been mutated into shambling corpses. The only thing that hasn’t changed is their taste for flesh.
- Zombiewok is probably only available to play during the witching season!
- Adorable inhabitants of the Endor moon who have been mutated into shambling corpses. The only thing that hasn’t changed is their taste for flesh.
New: Villains
-
Qimir - ‘The Stranger’ "I've accepted my darkness. What have you done with yours?"- An unpredictable fighter who violates the traditions of Lightsaber combat.
-
Yun - ‘The Dark Youth’ “How does it feel to be on the Light Side? Weak?”- A young and willing Dark Jedi with uncommon battle techniques.
-
Sariss - ‘The Prophetess’ “Tell Jerec that this Jedi will soon join the dead.”- A quiet and reserved perfectionist who favors Lightsaber skills over force talent.
-
Boc Aseca - ‘The Crude’ “Oh… You’re an angry one, aren’t you?”- A crude Dark Jedi that lacks both tact... and teeth. His Melee skills are bizarre and upsetting.
-
Alora “Now Jedi, you will serve us in death...”- A quick and versatile Dark Jedi with hybrid skills.
Hero Changes
Villain Changes
- Jedi Sage
- Renamed to Yoda. Mmm...
- Dual specs have been further reworked and distinguished, with Grandmaster leaning even more into a glass cannon nature, and Hermit leaning even more into force support.
- Polish to sounds and anims.
- Mara Jade
- Moved from Villains to Heroes
- Clone Jet Trooper
- Fixed improper lives display on UI
- Launcher ammo 7 > 5
- Launcher reload .71x > .57x
- Launcher RoF 1.05x > 2x
- We are weakening pulse looping, and emphasizing fast swap weapon combos/team support. (RoF affects weapon switch speed.)
- Mission Vao
- CS 1 > 1.1
- Paz Vizsla
- CS 1.02 > 1.05
- Senate Guard
- CS 1.04 > 1.06
- AS 1.07 > 1.06
- Carth Onasi
- Adv Medpac > Medpac
- Pistol ammo reserve 950 > 960
- Added Quick Personal Energy Shield (2) on CS4
- Delta Squad Clone Commando
- CS 1.22 > 1.25
- Jar Jar Binks
- Reworked into a tri-spec to prevent certain ability combinations that promoted excessive runaway. This does not come without compensation however.
- Gungan: Includes faster run speed, no Bunny Hop 2
- Jarlord: Includes Jump 1, Bunny Hop 2, no Dash Jump
- Gooberfish: Includes Dash Jump, Bunny Hop 2, no Jump 1, limited buy
- Bunny Hop 2 > 1 (2 can be purchased)
- Removed Force Jump from default loadout (can be purchased)
- Added knockback to Boomas
- Added lifesteal to Ptooie
- Ptooie now has a slight splash radius
- Ptooie RoF .0163 > .0166x
- Ptooie has more noticeable shot effects
- Hack rate .5x > .4x
- Removed E-5 non-functional reload buff
- Reworked into a tri-spec to prevent certain ability combinations that promoted excessive runaway. This does not come without compensation however.
- Ewok Tribesman
- Adjusted Bow stances to mitigate clipping
- Astromech
- Renamed Arc Welder to Fusioncutter
- Removed pulse effect from Fusioncutter
- Fusioncutter damage 1x > .9x
- Jet Burst reload speed .0006x > .0004x
- Jet Burst ammo 30 > 15
- Overclock 3 > 2
- Skill recharge 1x > .57x
- Resource regen 2/1s > 2/1.5s
- Adjusted some sounds
- Pre-patch Astromech was a terror due to a combination of oversights and bugs, which have now been fixed.
- SpecForce Marine
- Caster now leaves behind the same projectile as Ewok Bow
- Jedi Temple Guard
- Added lifesteal to Repulse
- Knockback taken 1 > .7
- Captain Panaka
- Fixed Signal Light being equipped by default
- Kir Kanos
- Force regen 1.2x > 1.1x
- Force pool 135 > 125
- General Madine
- AS .9 > .92x
- Strike Order RoF .034x > .05x
- Strike Order AoE 42 > 50
- Lando Calrissian
- Changed appearance/name of E-11 to CC-DH-17
- Changed appearance/name of S-5 to General's Sidearm Blaster
- ‘Gambler’s Palm’ Smoke Grenade base changed from Frag to Rock
- Smoke Grenade can now be primary and secondary fired
- Smoke Grenade RoF 1 > 1.66x
- Added lifesteal to Smoke Grenade
- Adjusted taunts/anims, leaning into a more 'escape artist' nature on Smoke Grenades and Lando in general.
- Jedi Apostate
- Changed base of Force Stun from Bowcaster to Rock
- Adjusted Force Stun sounds
- Force Stun charges 12 > 6
- Added focus to Force Stun
- Force Stun RoF .85x > 1.66x
- Added Quick Cast (1) [CS4]
- Galen Marek
- AS 1.08 > 1.05
- Plo Koon
- Removed freeze from Cold Front and added slow
- The freeze effect doesn’t proc on this weapon after backend changes, so we’ve added slow in its stead to maintain hit reward
- Removed freeze from Cold Front and added slow
- Talz Native
- Removed freeze from Longbow and added slow
- The freeze effect doesn’t proc on this weapon after backend changes, so we’ve added slow in its stead to maintain hit reward
- Removed freeze from Longbow and added slow
- Security Force
- CS 1 > 1.03
- AS 1.05 > 1.03
- Cryo Grenade cost 4 > 6
- Old Republic Defender
- CS 1.02 > 1.03
- AS 1.05 > 1.03
- Cryo cost 4 > 6
- Rebel Trooper
- AS 1.05 > 1.02
- Enabled Frag Grenade sec throw due to backend changes
- Jyn Erso
- ASmult 1.15 > 1.12
- Canderous Ordo
- CSmult 1.02 > 1.05
- Rebel Engie
- CS 1.02 > 1.03
- AS 1.5 > 1.03
- Lobot
- CS 1.2 > 1.12
- AS 1.15 > 1.12
- Anakin Skywalker
- AS 1.15 > 1.12
- Jedi Acrobat
- AS 1.15 > 1.12
- Jedi Crusader
- ASmult 1.15 > 1.12
- Jedi Swordmaster
- AS 1.15 > 1.12
- CS 1.15 > 1.12
- Adjusted Cin’s stance for ROTS game accuracy
- Mace Windu
- CS 1.15 > 1.12
- T3-M4
- CryoBan clip 35 > 16
- Cryoban ammo 350 > 64
- Cryoban Reload .66 > .45
- Erring on the side of caution with freeze changes, you must stack multiple clips before a full freeze kicks in.
- Rebel Saboteur
- Hotwired OOM
- Changed Remote Control overlay to be easier on the eyes.
- Hotwired OOM
- Rahm Kota
- Added Rally
- Blue damage 130 > 120
- Red damage 130 > 140
- Kyle Katarn
- Reworked into a dual spec between Jedi Knight (Force) & Rebel Agent (Guns)
- Saber Defense 3, Blaster Defense 1 & Force Block 1 made default
- Bryar Pistol 2 made default
- Points 100 > 80
- Force Jump 2 > 1
- Cal Kestis
- Force Block 1 made default
- Saber Throw 1 made free
- Blaster Defense 1 made free for combat spec
- Saber Defense 1 made free for combat spec
- CSmult 1 > 1.08
- Rebel Officer
- Speed 188 > 190
- Melee RoF cost 2 > 1
- Close Combat Training cost 0/6/6 > 0/6/8
- Flare Pistol cost 16/0 > 15/0
- Flare Pistol drain 200 > 220
- Thermal Grenade cost 2/2/2 > 1/1/1
- Frag Grenade cost 14/14 > 12/14
- Sonic Grenade cost 14/14 > 12/14
- Added Bacta Bomb option
- Added Ally Stat Viewer
- Kal Skirata
- Tracking Darts now deal double damage (1 > 2)
- M5 ammo reserve 800 > 1248
- Pistol ammo reserve 600 > 800
- Finn
- M5 ammo reserve 800 > 1200
- Pistol ammo reserve 525 > 800
- Jedi Gladiator
- Speed 225 > 230
- Force Block 2 > 3
- Jedi Traditionalist
- Reworked: Now trades off speed, defense, and Force Powers for boosted-damage Sabering and even Deflects.
- Clone Trooper
- MBpoints 64 > 60
- Health pointbuy removed, 100 hp given by default
- Clone Carbine cost 1/1/1 > 2/1/1
- Added Getup 2
- Dexterity cost 2 > 1
- Old Republic Trooper
- Pulse Nade Launcher now shocks on primary hit
- Pulse Nade Launcher damage 50 > 70
- Pulse Nade Launcher drain 50 > 70
- Pulse Nade Launcher ammo 75 > 40
- ASmult 1.15 > 1.12
- CSmult 1.15 > 1.12
- Cryo cost 1,1 > 2,2
- Princess Leia
- Thermal Detonator 2 > 1
- Added 2 Bacta Bombs
- Kota’s Militia
- Pointbuys simplified for all specs
- Bacta given by default to all specs
- Pistol converted to Mando Pistol 2
- Added Assemble 1
- DLT-19 added to Elite spec
- FA3 Flechette option added to Saboteur spec
- Equalizer option added to Saboteur spec
- Impact Grenade option added to Saboteur spec
- Gas Grenade option added to Saboteur spec
- PLX-1 converted to MIRV; Shoots 2 rockets per clip at once
- Cassian Andor
- Pointbuy removed, specs now built into class
- Crimson Corsair
- Grapple Hook damage 1 > 2
- AS 1.1 > 1.07
- Rosh Penin
- Can now pick up guns. And maybe you can use your Lightsaber to cut those trees down...
- Adjusted Saber stance Rosh Penis
- Jedi Forcemaster
- Fixed Healing bonus (50 seconds -> 5 seconds rate)
- Replaced non functional force regen with skill cooldown option
- Jedi Knight
- Pointbuy cost reworked slightly
- Removed Melee RoF pointbuy
- Melee RoF 1 > 1.05x
- Added Healing 1 option
- Nien Nunb
- Added 2 Impact Grenades
- AS 1.15 > 1.12
- New Republic Security Droid
- HP/Armor 50/175 > 80/150
- Minigun 1 > 2
- Minigun Ammo 100 > 200
- Minigun RoF .33x > .4x
- Minigun now focuses on hit
- Added Brawler Guard
- Added Force Focus (2)
- Luke Skywalker
- Reworked into a Tri-spec:
- Farm Boy: A Force-sensitive sharpshooter guided by basic training and natural talent.
- Jedi Knight: A Jedi like his father before him, a well-honed and aggressive duelist and Force user.
- Grandmaster: A self-actualized Jedi with total Force mastery.
- Added Bone
- Reworked into a Tri-spec:
Villain Changes
- Mara Jade
- Moved from Villains to Heroes
- Sith Assassin
- Alora skins moved to Alora class
- Boc skin moved to Boc class
- Added Saber Mastery 1
- Imperial Jump Trooper
- PLX-2M RoF 1x > 1.42x
- Watto
- AS 1.15 > 1.12
- Geonosian Warrior
- AS 1.05 > 1.03
- Royal Guard
- CS 1.04 > 1.06
- AS 1.07 > 1.06
- Hondo Ohnaka
- AS 1.1 > 1.07
- Purge Trooper
- Electrostaff AS 1.2 > 1
- Batons AS 1.1 > 1
- Purge Trooper AS 1 > 1.1
- Imperial Infantry
- AS 1.05 > 1.02
- Enabled Frag sec throw due to backend changes
- Sith Trooper
- CS 1.02 > 1.03
- AS 1.05 > 1.03
- Cryo cost 4 > 6
- Mercenary Thug
- Fixed Saber point buy not working
- Short Vibroaxe AS 1.15 > 1.1
- Gamorrean Guard
- CS 1 > 1.1
- Axe AS 1.15 > 1.05
- Count Dooku
- AS 1.15 > 1.12
- CS 1.15 > 1.12
- Hutt Warrior
- CS .9 > .95
- Zuckuss
- Ammonia Bomb base Flechette > Gas Grenade. Damage and effects adjustments
- AS 1.15 > 1.1
- CS 1.12 > 1.1
- Trandoshan Fiend
- No Saber Training > Chain Limit: 1
- Saber Damage 120 > 130
- AS 1.3 > 1.25
- Fixed Hunting Rifle lacking a projectile model
- Undead Trooper
- Added pull to Brains
- Added Healing 1
- Armor Decay Rate 4s > 5s
- Adjusted anims
- Kowakian Monkey-Lizard
- Enabled Frag sec throw due to backend changes.
- Knockback taken 1.5 > 1.4
- We are not quite satisfied with the rats, and will be visiting them again in the future.
- Mandalorian Supercommando
- Saber AS 1.3 > 1.25
- Saber Special damage 1 > 1.5
- Minigun level 2 added to Besieger spec
- Nute Gunray
- OOM Security Droids
- HP 80 > 70
- Armor 60 > 50
- OOM Security Droids
- Carnor Jax
- Force regen 1.2x > 1.1x
- Force pool 135 > 125
- AS 1.07 > 1.05
- Darth Sidious
- AS 1.02 > 1
- CS 1 > 1.1
- Darth Sidious (DE) hilt Sabercolor Purple > Blue
- Phase III Dark Trooper
- Added a point buy between an extra life or current armor.
- Wat Tambor
- Added Tracking Beacon
- Converted Liquid Detonate base Frag > Rock
- Added Remote Control
- Removed Radar Scanner
- Added Techno Union Drone
- Comes with Enemy Scanner, Lightning, Drain
- You'll need to deploy your Drone to get enemy tracking now - we found this much more fitting and interesting for Wat.
- Comes with Enemy Scanner, Lightning, Drain
- Reelo Baruk
- Melee RoF .9 > .8x
- Added Heavyweight to Melee
- Added Lifesteal to Melee
- Renamed Melee to Shakedown Melee
- PLX clip 5 > 4
- PLX ammo 5 > 4
- PLX AoE 100 > 60
- PLX splash damage 35 > 40
- Carbonite Rifle clip 100 > 16
- Carbonite ammo 500 > 64
- Carbonite RoF .4x > 1
- Carbonite reload .5 > .45
- With the new freeze changes we wanted to get a jump on preventing annoying loops, so we have erred on the side of caution. The new Carbonite Rifle will only achieve full freeze with a fairly strict level of stacking and reload time, but it is still a powerful slow-utility tool, and pairs well with Reelo's new option of healing off of Melee.
- Burg
- Fixed an issue with offset Pistols.
- Adjusted Pistol anims
- This makes Burg a bit easier to hit and a bit more accurate to his on-screen portrayal.
- MagnaGuard
- AS 1.15 > 1.12
- CS 1.15 > 1.12
- Scout Trooper
- Removed 3rd rank of AS (1.12)
- Imp Specialist
- CS 1.02 > 1.03
- AS 1.05 > 1.03
- Sith Assassin
- AS 1.15 > 1.12
- Darth Vader
- AS 1.1 > 1.08
- CS 1.07 > 1.08
- Asajj Ventress
- Damage given 1.1 > 1
- Mostly to fix unintended Saber damage numbers.
- Damage given 1.1 > 1
- Flame Battle Droid
- Fire Missile Launcher 12 > 6 rockets
- Fire Missile Launcher clip Size 3 > 2
- Darth Nihilus
- Battery Recharge 3 > 2
- Battery Regen 2.11 > 1.7
- Added Extra Battery Regen: 1/.3s
- These changes make Nihilus regen more while running (almost the same as currently while standing/walking)
- Knockback taken 0.9 > 08
- ASmult 1.25 > 1.12
- CS 1.2 > 1.12
- Darth Malak
- Removed Pull 2
- Added Lightning 1
- Added Drain 1
- Imperial Officer
- Speed 188 > 190
- Melee RoF cost 2 > 1
- Close Combat Training cost 0/6/6 > 0/6/8
- Sonic Pistol cost 16/0 > 15/0
- Sonic Pistol drain 200 > 220
- Thermal Grenade cost 2/2/2 > 1/1/1
- Frag Grenade cost 14/14 > 12/14
- Sonic Det cost 14/14 > 12/14
- Added Bacta Bomb option
- Added Ally Stat Viewer
- Captain Enoch
- Swapped Frag Grenades to Impact Grenades, with same stats
- Sith Inquisitor
- Flash Grenade base Frag > real Flash Grenade
- Flash Grenades no longer stagger
- AS buy 1.15 > 1.12
- CS buy 1.15 > 1.12
- Heavy Stormtrooper
- Added DLT-19 option
- Old DLT-19 converted to Clone Rifle
- PLX-1 converted to Equalizer
- Commander spec E-11 base changed to Clone Carbine
- Beam cannon damage/drain 30 > 25
- Cryo cost 2,2 > 4,4
- Merc Shooter
- Clone Rifle -> DLT-19
- Class points and costs reworked
- Poison Dart 3 option added
- Disruptor ammo buy removed. Ammo 4 added by default
- Added 3 Gas Grenades to point buy selection
- Imperial Rockettrooper
- Added DLT-19 option
- Old DLT-19 converted to Clone Rifle
- Ammo 3 > 4 for all weapons
- Imperial Saboteur
- Simplified pointbuy and removed dual spec
- Added 2 Flash Grenades as option
- Removed flash effect from stagger grenades; they are now based on Impact Grenades
- DEMP2 ammo 36 > 42
- DEMP2 drain 1.3 > 1.5
- DEMP2 velocity 1.2 > 1.25
- Flechette ammo 525 > 480
- Flechette RoF 1.1 > 1.15
- Admiral Thrawn
- Added 1 Bacta Bomb
- TOR Agent
- Replaced Corrosive Nades with Gas Grenades
- Added Flashbang option to Concealment spec
- Added Quick Throw 1
- BX Commando Droid
- Removed Beskar from Gunner spec
- Added Armor 2 (75) option to Gunner spec
- Added second Fire Grenade to Melee spec
- Melee spec Beskar cost 6/0/6 > 6/0/4
- Removed 3rd rank of Saber AS (1.14x)
- Deathtrooper
- Converted Rifle to DLT-19
- Resource Stamina > Stability
- Sprint > Overclock
- Damage Taken 0.95 > 1
- Calo Nord
- Adv Medpac > Medpac
- Pistol ammo reserve 850 > 960
- Added Quick Personal Energy Shield (2) on CS4
- Tavion Axmis
- Added Move Speed (250) to Apprentice spec
- Apprentice spec BP 125 > 130
- General Grievous
- Jedi Hunter spec BP 70% > 80%
- Jedi Hunter Speed buy 200 > 202
- Jedi Hunter Skill Recharge buy 0.9x > 1.17x
- Sith Forcemaster
- Replaced non functional Force Regen buy with Skill Recharge
- Sith Acolyte
- Point Buy cost reworked slightly
- Removed Melee RoF point buy
- Melee RoF 1 > 1.05x
- Added Healing 1 option
- Sith Juggernaut
- Health 145 > 150
- Kylo Ren
- Force pool 120 > 125
- Tusken Raider
- Tusken Cycler Projectile Rifle converted to Cycler Rifle
- Gaffi Stick AS 1.14 > 1.07
- Chieftain’s Gaffi AS .93 > 1
- Tusken AS 1.1 > 1
- Boba Fett
- Tusken Cycler Projectile Rifle converted to Cycler Rifle
- Stun-spore Grenades base changed to Gas Grenades
- Gaffi Stick AS 1.14 > 1.07
- Cryo cost 1,0 > 2,1
- Dengar
- Clone Rifle base > DLT-19
- Snoova
- Clone Rifle base > DLT-19
- Starkiller
- Saber Damage buy 80/100/120 > 90/120/150
- Fixed FP Regen pointbuy not working via consolidating to just 1.4x (Palp regen)
- Sith Warrior
- Darth Vader (Ep. 3) hilt Sabercolor Red > Blue
- CS 1.15 > 1.12
- Jango Fett
- Fixed Wrist Rocket velocity 1.3x > 1.6x
- Wrist Rockets damage .65x > .75x
- Wrist Rocket reload speed 1.7x > 1.6x
- Fuel regen rate decreased 1.125s > 1.2s
- Warrior spec fuel buy 35 > 30
- Saber BP multiplier .35 > .3
- Westar Pistols RoF 1.07x > 1.05x
- Westar FP drain 1.12x > 1.10x
- Model size 1 > 1.02 to align with Clones
NPCs/VEHs
- New: CLASS_COMMANDO: Allows an NPC to use MB_ATT_SELFEXPLODE, MB_ATT_DASH, MB_ATT_CCTRAINING (which enables Gun Kick) at close range (<128), MB_ATT_QUICKTHROW (if a grenade that works with Quick Throw is in the .npc file), MB_ATT_WRISTLASER, MB_ATT_DASH, and MB_ATT_FLAMETHROWER (Ice/Poison/Plasma/Flame) at medium range (<256), MB_ATT_SPRINT, MB_ATT_ROCKET, MB_ATT_TEMP_CLOAK, and MB_ATT_TEMP_PSHIELD at long range. All abilities require an enemy target, the relevant MB_ATT, and most require a class resource, same as a normal player. Note: just because NPCs can be given an ability, that doesn't mean they know how to use it well.
- Change: Tuskensniper weapon has been changed from Disruptor to Cycler Rifle.
- Change: Fixed a few crashes for scripted NPCs.
- Change: Cultist_Destroyer has been setup with placeholder functionality with CLASS_MAGE and MB_ATT_SELFEXPLODE. Also it's been switched to the cultist model with the black skin so it's not reusing the cultust_drain red skin.
- Change: CLASS_REMOTE NPCs with MB_ATT_SELFEXPLODE will act like floating mines, choosing to chase their targets and explode rather then shoot their blaster.
( Manual / Server Downloads )
Code:
--MBII
cgamei386.so
jampgamei386.nopp.so
jampgamei386.so
01_MovieGameMappack.pk3
03_MovieGameMappack.pk3
FAMBModels.pk3
FAMBModels2.pk3
FAMBModels_S.pk3
MB_Effects.pk3
MB_Effects2.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_pb_assets.pk3
mb2_pb_assets2.pk3
mb2_pbr_assets3.pk3
mb2_pbr_assets3b.pk3
mb2_pbr_assets4.pk3
mb2_um_assets3.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBHillts2.pk3
MBHilts_S.pk3
MBII Maps-Models Credits.txt
MBII.pk3
MBII_Mac.pk3
uii386.so
z_MBLegends.pk3
zz_MBModels.pk3
zz_MBModels_S.pk3
zz_MBModels2.pk3
zz_MBModels3.pk3
zz_MBModels4.pk3
zz_MBModels5.pk3
zz_MBModels6.pk3
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: