MovieBattles II V1.7.1 Released

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V1.7.1 Update

General
  • Shuffle
    • Fix: Added sanity checks to help with player counts for each team being even for players being shuffled.
  • Fix: YT-1300/Falcon model missing files.
  • Fix: SBD animations not properly showing after a /vid_restart.
  • Fix: Default SBD not properly being used for hit detection server side.
  • Fix: Default SBD not properly being precached.
  • Fix: User info is now updated when server blocks an invalid model to prevent it from loading.
  • Fix: User info now no longer changes outside of roundstart.
  • Fix: Linux servers will no longer crash when the game is unloaded too close to the start of a round for example - a map change on round start.
  • Fix: Hitbox height is now correct when meditating.
Gameplay
  • Dodge:
    • Change: Now has a minimum distance (about 2-3x saber swing distance) to activate. Being too close to someone will not dodge any shots from them and will not drain dodge points for these shots.
    • Change: No longer always dodges if you have any amount of dodge points while also being less than the shot would drain
    • Change: Minimum required points required to dodge increased from 20 to 25
    • Change: Distance thresholds adjusted to decrease number of shots able to be dodged
    • Change: Head shots can no longer be dodged.
  • FP drains:
    • Overall adjustments to base FP drains. Mostly buffs aimed at blocking and/or close range saberists. In the following table, the drain values will be listed as minimum-maximum based on long-close distance:
      • WeaponRunning (before)Running (after)Blocking (before)Blocking (after)
        Bryar Pistol6-98-124-64-9
        Pistol 311-1713-208-1210-16
        E11 Primary6-99-154-66-14
        E11 Secondary8-118-115-85-10
        EE3 Primary8-119-155-86-14
        EE3 Sniper29-4329-4324-3624-36
        Clone Pistol6-97-114-64-9
        Westars6-97-114-64-9
        Clone Rifle6-96-94-64-8
        M5 Primary6-99-144-66-12
        M5 Sniper11-1711-1710-1410-14
        DLT10-1411-167-107-13
        DLT Burst10-147-107-105-9
        A28010-1411-167-107-13
        A280 Burst10-147-107-105-9
        T21 Primary17-2617-2212-1823-36
        T21 Secondary6-96-94-64-8
        SBD4-64-83-43-7
        Bowcaster10-1412-167-107-14
        Deka8-1110-135-85-8
        Wrist Laser17-2617-2612-1817-23
        Projectile Rifle40-7040-7040-5040-50
        Disruptor11-1714-2610-1411-17
    • Charged shots min-max FP drains smoothly scale with charge time.
    • With more of the FP drains now frontloaded, some modifiers need to be shifted down:
      • Swingblock FP drain multiplier for non-defense 3 builds reduced from 2.0x to 1.6x
      • Jumping FP drain multiplier reduced from 1.7x to 1.4.
  • Knockback:
    • Midair knockback vs swingblocking saberists increased (knockback reduction modifier lowered from 60% to 40%)
    • Tweaks to logic so that saberists should not be moved in the wrong direction in niche circumstances
  • Wookiee
    • Change: Reduced barge stagger duration vs crouched saberists.
    • Change: Slightly increased Bowcaster running accuracy whilst not moving backwards.
  • Force Lightning
    • Change: Reduced damage on two handed lightning from 2.0x to 1.3x to counter previous bugfix damage increase.
Misc
  • Windows Client:
    • Fix: Fixed a resource leak which with some system configurations could lead to a significant performance penalty.
  • FA
    • New: Added missileSound and altMissileSound to allow for custom missile loops.
User Interface
  • New / Change: Added separate UI Layout profiles that allow you to chose whether or not you want to see model or templates first in the class menu. Templates first is now the default config.
  • New: Added additional "Hybrid" UI Layout profile that uses 1.6 style main menus, but classic class selection menus. Any custom modded menus that want to use this style must set a ui_preset value of 1 in their layout config.
  • Change / Fix: Modified main class select menus to not swap back to default model list when switching between template, model, etc menus.
  • Change / Fix: Fixed chatbox 10 second option, added hidden option.
  • Fix: Changed ui_preset variable to default to 2. This was previously forced automatically later but should be further protection against any menu bugs due to incorrect configurations.
Maps
  • New: Taris Duel (mb2_duel_taris)
  • New: Duel World Between Worlds (mb2_duel_wbw) by Reepray
  • New: mb2_xmas_dotf, mb2_xmas_mustafar return!
  • Removed: mb2_undeadstar
Models
  • New: 40 new B1 Battledroid skins for Soldier and Commander. Made by Dragoan & Khornesyrup with sounds by Coolin.
  • New: 7 new Stormtrooper skins for Soldier and Commander.
  • New: Stellan Gios Saber Hilt.
  • New: Amban Phase-Pulse Blaster (FA only)
  • New: IB-94 Blaster Pistol (FA only)
  • New: Beskar Staff (FA only)
  • Change: Added Sentinel War Droid, Noghri, and classic Swamptrooper to Soldier.
  • Change: Added tan Imperial officer to Commander.
  • Change: Updated Westar Pistol model.
  • Change: Updated E-5 model by Dragoan & Khornesyrup.
  • Change: Updated A-280 Texture & Shader.
  • Fix: Fix LOD's on Clone Wars Obi-Wan model.
  • Fix: Fix part of the rotating barrel on the Z-6 not rotating. Thanks to community member Kitsu-Nesh'Kaa for this and the previous fix.
Legends
  • New: Nien Nunb (Nade support)
  • New: Din Djarin (The Mandalorian)
    • Note: Currently no model has been made for this model so it is using a placeholder.
  • New: Mandalore the Preserver (Repeating blaster and Vibro-blade)
  • New: Mister Bones (Agile Rebel Droid)
  • New: Bastila Shan (Support Jedi with Blinding and Armor Healing)
  • New: Ubese Warrior (T21 Fast Primary Fire + Vibro Double-Blade)
  • Class changes (Major changes listed, any unlisted were minor tweaks)
    • Change: Naboo Soldier given a brand new bull-pup blaster, the CR2. A high rate of fire suppression tool.
    • Change: Sith Trooper given a brand new heavy blaster, a slow firing high damage weapon.
    • Change: Jedi/Cultist changed from multi-life saberists to multi-life force whores with Dodge
    • Change: R2-D2 Fuel Regen removed and given Fuel 3
    • Change: Durge Heal 3 > 2, given Jetpack Overheat, HP 120 >125
    • Change: K2-S0 Pistol 3 > 2, HP 500 > 475
    • Change: BX Droid now a single life class with more HP/Armor
    • Change: Deka Hull 3 > 1
    • Change: Lobot given a baton weapon similar to Nien's
    • Change: Padme now has higher rates of fire
    • Change: Qui-Gon and Ahsoka given Dash (Alt Ability 1)
    • Change: Nihilus Force Sight 3 > 2, HP 500 > 475, FP regen slowed by 25%
    • Change: Luke now has Force Focus 3, Push 2 > 3
    • Change: Hondo now has force invulnerability
  • Fix: Roster Re-Organized
  • Fix: Minor discrepancies and errors with descriptions
Community Map Pack
  • New: Jedha map - created by PyroTechnics
  • New: Assault map reworked/optimized by Biggs and Frenzy, new First Order-themed FA by EXE Noob
  • New: Thrawn-themed FA for Fdepot created by EXE Noob
  • Change: Theed Streets FA updated with new features by EXE Noob
  • Change: Mountain Keep FA expanded with more abilities and characters by FrenzY
  • Change: Minor class balance tweaks made to Arena, Doomgiver and Endor
uMad? Map Pack
  • New: uM_Dojo_v2
  • New: uM_Bespin_Tournament - a duel tournament variant of Bespin
  • New: uM_Bespin_Xmas
    • Has a fun slide area (teleport located inside fireplace)
    • Ugnaught objective unlocks two areas to spawn Cloud Car (by swoops and at chill duel pad)
    • Other fun secrets added
  • Changed: uM_bespin
    • Replaced map song
    • Adjusted spawn locations
    • Removed the death trigger
    • FPS optimizations
    • Lighting adjustment
    • Added more NPCs into map (cloud car ugnaught objective, bartender, taun taun)
  • Change: uM_canyon - adjusted spawn locations and lighting
  • Change: uM_ns_streets - added the NPCs back into the map
  • Change: uM_taspir - adjusted spawn locations, lighting and adjusted texture alignment
  • Change: uM_colosseum - adjusted spawn locations
  • Change: uM_ctf FA has had minor balance tweaks to help balance classes classes further

Changed Files ( Manual / Server Downloads )
Code:
--MBII
mb2_cmp_assets.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_duel_malachor.pk3
mb2_pb_assets2.pk3
mb2_taris.pk3
mb2_um_assets.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
mb2_um_assets4.pk3
MBAssets2.pk3
MBAssets3.pk3
MBAssets4.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
z_MB_BaseAssets.pk3
zz_MBModels.pk3
zz_MBModels2.pk3
zz_MBModels4.pk3
cgamei386.so
jampgamei386.so
jampgamei386.nopp.so
uii386.so
MBII Maps-Models Credits.txt

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:

Duckshark

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Which ideas were bad? Most of those ideas could easily be tweaked and implemented

Excuse me what the fuck? Every single one of those ideas is terrible.

Let's start with Jump 4. What happens if you can jump high and not lose bp, instead of having to use + jump? Duelists at low BP will simply jump up high, since their bp doesn't go down there is no punishment, and suddenly dueling turns into whoever has the high ground, since they can just jump and run away and regen bp.

Dash for Sith and Jedi. What button are you going to give them to use dash? Another alternate ability? As if it's not complex enough. Now onto saber v gunner: If Jedi/Sith can effectively teleport 3 steps, good luck knocking them back or hitting any shots up close. Jedi/Sith meta would become taking dash, and just using an A/D dash into a swing for an instant kill. Blob? Secnade? Poison dart? Don't matter, just dash, let it cool down, then run up and dash + swing. Next: Dash changing dueling style? Are you insane? Have you not experienced how shadowing works in the current patch? Combining that with dash would literally make people who use a runhit style impossible to kill.

Block 4 users gaining more HP and Knockdown immunity. How am I trolling with the idea that a jedi who can continuously run in a straight line with no knockdown would not be OP? 0 FP? Can't be pushed. Blob? Meh. Melee? Sucks for you. That is like current wookie which is not balanced. I've already stated in the rage wookie thread that wookies are like jedi without knockback. Also, in terms of dueling, this would allow jedi to endlessly combo without being able to be slapped, and no amount of point cost would make that balanced.

More lives on soldier is one thing, but you'd have to make it weaker to compensate, which is already a dumb idea in and of itself. Vibroblades on the slowest-moving class in the game is so absurd I cannot understand it. An enemy could literally just run away and never get hit unless the soldier literally started in their face. If you're going to suggest speeding up soldier too, see the past issues with close combat 2 soldier, and why it was removed.

Commander have no changes to the battlefield? They're one of the most useful classes. Temporary buffs in the form of dodge, a recharging ability, a spawn that "backfires" but gives soldiers one of the biggest buffs in the game in terms of their movement speed, making them extremely dangerous in groups, and "barely any loadout choice" besides 3 guns, 2 nades, dodge, and rally? What are you on?

I've said my piece. I don't think any response or justification you could give would convince me of a single one of these ideas. I'm sorry, but:

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For your sake, just stop talking.
 
Last edited:

Lee

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35
Dodge no longer blocks headshots.....halleluiah it's a covid miracle. I asked u guys like 10x about this on the forums and ingame and everyone had a different set of facts on what does what....acting like the question had been answered. Well here it is, shooting in the head didn't counter dodge. And now it does. Good. Facts. Finished. Idiots....

Now onwards to my complaints!
Buffing westar fp drain but not ee3snipermode...p3 and even e11 secondary buffs (even by a small small bit)....what a joke. Buffing the wrong things once again. I wouldn't be surprised if jedi in 6 years have 120 hp and guns do 1.4x the fp drain (pssssst: it should be the opposite). Ur priorities are so backwards that nothing surprises me anymore.

And can you highlight the new maps a bit better/more? Only takes 1-2 lines and maybe a picture and helps get the newmaps played...or as of the last few years: tells us whether its worth loading them. And adding new chars to legends but not having actual skins rdy for those chars....that's sad. Not unexpected, just sad.
Done, won't check responses, never get any worth reading.
 
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Which ideas were bad? Most of those ideas could easily be tweaked and implemented
sold is not a beginner class, sold is the class veterans use when they've learned the mechanics well enough to abuse a shit character that happens to be holding a good gun

elite or clone would be far superior for new players due to their combat power being significantly higher while still having respawns. elite would also be more characteristic in having weird melee options since soldier's job is literally just being a walking e11 with no frills whatsoever. close combat 2 got removed for making soldiers way too fucking good because they ran as fast as elites at all times while having three lives. i was there, it was fucking broken
 
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sold is not a beginner class, sold is the class veterans use when they've learned the mechanics well enough to abuse a shit character that happens to be holding a good gun

elite or clone would be far superior for new players due to their combat power being significantly higher while still having respawns. elite would also be more characteristic in having weird melee options since soldier's job is literally just being a walking e11 with no frills whatsoever. close combat 2 got removed for making soldiers way too fucking good because they ran as fast as elites at all times while having three lives. i was there, it was fucking broken
Exactly this
 
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Great job! Still,i don't get one thing: Why did you nerf lightning,but didn't make wook less immune to the Force at all...
 

MaceMadunusus

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Movie Battles II Team
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Why did you nerf lightning,but didn't make wook less immune to the Force at all...

From 1.6.1 earlier this year:

  • Fix: Lightning no longer has its damage randomized. This results in 2H melee lightning doing its proper 2x damage consistently.
  • Fix: Lightning no longer has inconsistencies in its damage when affecting multiple targets.
The fix in this patch brings the damage back down to what it was before 1.6.1 earlier this year, while having the targeting/damage dealing being actually consistent. The bug fix made to make it actually work properly made it too strong. Balance wise it is a revert to the previous spot it was in for years.
 
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From 1.6.1 earlier this year:


The fix in this patch brings the damage back down to what it was before 1.6.1 earlier this year, while having the targeting/damage dealing being actually consistent. The bug fix made to make it actually work properly made it too strong. Balance wise it is a revert to the previous spot it was in for years.
You don't get me,i agree that lightning was too OP before the current patch,i just don't understand why strength 3 wook is still so OP and has that immune to the Force,that he can even punch/shoot through the lightning,while any other class can't.Also can't be gripped,can't be pulled/pushed,can't be repulsed,MC Hammer - Can't touch this.
 

MaceMadunusus

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How does a single class that literally is capable of massive feats of raw strength & adrenaline, not have the ability to ignore pain? Even normal humans can do that. Have you not seen people on drugs or massive amounts of adrenaline completely tanking multiple tazer shots? Its a unique thing for a single class that completely makes sense given their background and has a high point cost. Taking away a unique thing for a class that forces a jedi/sith to actually have to think about what they're doing isn't happening, and you need to learn to adapt and not rely on EZ mode working for everything in the damn game.
 
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How does a single class that literally is capable of massive feats of raw strength & adrenaline, not have the ability to ignore pain? Even normal humans can do that. Have you not seen people on drugs or massive amounts of adrenaline completely tanking multiple tazer shots? Its a unique thing for a single class that completely makes sense given their background and has a high point cost. Taking away a unique thing for a class that forces a jedi/sith to actually have to think about what they're doing isn't happening, and you need to learn to adapt and not rely on EZ mode working for everything in the damn game.
Wook str 3 can ignore pain,but ignoring all the telekinesis...bruh
 
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I have no trouble with wooks if i take saber,but forceuser can't do anything but use melee and acrobatics against wook.And yeah,lightning that does even less damage now,btw i don't use lightning atm,only grip.
 
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And of course i know that forceuser is able to have saber with red style without saber def,but it's not that fun to play as a forceuser with saber and also wook will abuse pistol or bowcaster,when he will find out i can't deflect at all :D
 

Noob

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theres a fancy edit button that lets you not double post. learn how to use it
 
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