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:
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there's been a lot of no-error crashes to desktop happening over the past few hours, on multiple servers and multiple maps, to basically the entire server almost every round. not sure what's going on but almost unplayable atm
 
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Ok, so the changelog looks good, but I'm gonna save my praise for until I've actually confirmed that dodge has been sufficiently nerfed. Aside from that, I can't say I agree with the drain buffs, but that's a big debate I don't wanna get into.

There is, however, a big fucking headscratcher in that FP drain table. Why does T21 primary drain more FP on blocking and less on running targets? What the...?
 
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Jedi and siths are support classes in the essance.. So 1.7.1 will punish tryhard forcesensitives and force us to get better or do team-work. It's good accually
 

SeV

Nerd
Internal Beta Team
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remove barge stagger, no one asked for this shit

I tried to tell them to remove it many times in the beta discord. It's completely ineffectual. Same thing when they broke speed lunge. I've mostly stopped interacting because it's just a waste of time. I might as well talk to a wall for the amount of effect my words have on the devs.

It seems when something is added, they don't just un-add it, but rather spend a ridiculous amount of time fiddling with it until it's less offensive to the gameplay. Rather strange when the best solution in those cases is to just delete the mistake outright by reverting.

The dodge thing is understandable. It's been in the game for a long time, and it's an issue where there are many valid solutions and potential fixes, and outright removing it might cause some harm to certain gameplay aspects or upset the balance too much. Adjusting how powerful it is makes sense and I'm really glad to see the dodge issue is finally being addressed. (How well, I don't know. I don't plan on playing the game again until saber patch).

Barge stagger and speed lunge are different though. Red style sith was one of the few ways to skilfully handle a charging melee wookiee (no skill piece of shit class btw). Giving stagger to an already OP ability was a dumb decision and it should just be acknowledged as a mistake and reverted. The same goes for fiddling with speed lunge. It was better when you could aim it manually, simple as. As you said, nobody thought barge needed a super cancerous stagger, or that speed lunge needed to have its camera fixed or it's distance fixed. Those two things are examples of the developers energy being wasted on not just trivial issues but actually things that make the game worse. Don't fix what isn't broken. There are plenty of borked things in MBII that could use dev time.
 
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orce Lightning
  • Change: Reduced damage on two handed lightning from 2.0x to 1.3x to counter previous bugfix damage increase.

Cool, so force powers are more useless for sith, and Legends is still bad. btw unban me from the discord.
 

Duckshark

Moderator
Internal Beta Team
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You do realize in the previous patch lightning 3 was oneshotting players from full hp to 0, while disabling their guns, melee, and slowing them down, all while having a range the size of push 3? Unless you were jedi, strength 3 wookie, or maybe arc with dex 3, you had no chance to push a chokepoint held by a lightning 3 sith.

Cool, so force powers are more useless for sith

Because grip and lightning are useless powers that don't give the sith any advantages whatsoever versus gunners? Apparently good and well-thought out changes to open in the form of fp drain buffs and dodge nerfs are pointless, and the fact that the most overpowered, one-button-win force power (lightning 3) was nerfed, is a bad thing?

But let me just insert some quotes from your past posts:

In reference to being angry that new features weren't being introduced fast enough by the developers, "Who had the time to make the Legends gamemode instead of expanding on features in open." So I guess you'd rather have open fixes more than legends fixes, but apparently also not. Cool.

In reference to suggestions you wanted for MB2:
"New: Added: Jump4 which removes BP drain from jumping, this would impact dueling significantly, and wouldn't punish players for innovating with their fighting styles
New: Added: Dash for Sith/Jedi, maybe more force powers too?
New: Added: Block 4 users with block 4 cannot be knocked down sacrificing agility for strength (perhaps with a hp boost)
New: Added: Soldier buffs, considering new players are supposed to use this class it's probably one of the worst classes for noobs. so now soldiers will be buffed with new items in their arsenal being capable of playing as support/melee/vibroblade user or just being a regular trooper (with the ability to even have both a vibroblade and a strong melee build or simply just more lives)
New: Added: More buffs for commander class, the pistol for Commanders is very weak even if you put all your points in pistol and dodge with health it's very weak."

In order: You can't use + jump? You wanna give Jedi/Sith dash so they can just strafe in and out at lightspeed and oneshot gunners and break dueling since they can just teleport away from your swings? You wanna give jedi/sith more hp and knockdown immunity so they can just hold W more and oneshot gunners? You wanna give soldiers vibroblades and more lives, because 3 lives isn't enough and slow classes like soldier should have melee weapons? You wanna buff Commanders/ETs even more even though they have 2 good guns in E11 and A280/T21, and 2 nade options plus dodge and rally?

"Exactly, why i need to own MB2."
Please, just stop.
 
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You do realize in the previous patch lightning 3 was oneshotting players from full hp to 0, while disabling their guns, melee, and slowing them down, all while having a range the size of push 3? Unless you were jedi, strength 3 wookie, or maybe arc with dex 3, you had no chance to push a chokepoint held by a lightning 3 sith.



Because grip and lightning are useless powers that don't give the sith any advantages whatsoever versus gunners? Apparently good and well-thought out changes to open in the form of fp drain buffs and dodge nerfs are pointless, and the fact that the most overpowered, one-button-win force power (lightning 3) was nerfed, is a bad thing?

But let me just insert some quotes from your past posts:

In reference to being angry that new features weren't being introduced fast enough by the developers, "Who had the time to make the Legends gamemode instead of expanding on features in open." So I guess you'd rather have open fixes more than legends fixes, but apparently also not. Cool.

In reference to suggestions you wanted for MB2:
"New: Added: Jump4 which removes BP drain from jumping, this would impact dueling significantly, and wouldn't punish players for innovating with their fighting styles
New: Added: Dash for Sith/Jedi, maybe more force powers too?
New: Added: Block 4 users with block 4 cannot be knocked down sacrificing agility for strength (perhaps with a hp boost)
New: Added: Soldier buffs, considering new players are supposed to use this class it's probably one of the worst classes for noobs. so now soldiers will be buffed with new items in their arsenal being capable of playing as support/melee/vibroblade user or just being a regular trooper (with the ability to even have both a vibroblade and a strong melee build or simply just more lives)
New: Added: More buffs for commander class, the pistol for Commanders is very weak even if you put all your points in pistol and dodge with health it's very weak."

In order: You can't use + jump? You wanna give Jedi/Sith dash so they can just strafe in and out at lightspeed and oneshot gunners and break dueling since they can just teleport away from your swings? You wanna give jedi/sith more hp and knockdown immunity so they can just hold W more and oneshot gunners? You wanna give soldiers vibroblades and more lives, because 3 lives isn't enough and slow classes like soldier should have melee weapons? You wanna buff Commanders/ETs even more even though they have 2 good guns in E11 and A280/T21, and 2 nade options plus dodge and rally?

"Exactly, why i need to own MB2."
Please, just stop.
Which ideas were bad? Most of those ideas could easily be tweaked and implemented
 
Posts
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You do realize in the previous patch lightning 3 was oneshotting players from full hp to 0, while disabling their guns, melee, and slowing them down, all while having a range the size of push 3? Unless you were jedi, strength 3 wookie, or maybe arc with dex 3, you had no chance to push a chokepoint held by a lightning 3 sith.



Because grip and lightning are useless powers that don't give the sith any advantages whatsoever versus gunners? Apparently good and well-thought out changes to open in the form of fp drain buffs and dodge nerfs are pointless, and the fact that the most overpowered, one-button-win force power (lightning 3) was nerfed, is a bad thing?

But let me just insert some quotes from your past posts:

In reference to being angry that new features weren't being introduced fast enough by the developers, "Who had the time to make the Legends gamemode instead of expanding on features in open." So I guess you'd rather have open fixes more than legends fixes, but apparently also not. Cool.

In reference to suggestions you wanted for MB2:
"New: Added: Jump4 which removes BP drain from jumping, this would impact dueling significantly, and wouldn't punish players for innovating with their fighting styles
New: Added: Dash for Sith/Jedi, maybe more force powers too?
New: Added: Block 4 users with block 4 cannot be knocked down sacrificing agility for strength (perhaps with a hp boost)
New: Added: Soldier buffs, considering new players are supposed to use this class it's probably one of the worst classes for noobs. so now soldiers will be buffed with new items in their arsenal being capable of playing as support/melee/vibroblade user or just being a regular trooper (with the ability to even have both a vibroblade and a strong melee build or simply just more lives)
New: Added: More buffs for commander class, the pistol for Commanders is very weak even if you put all your points in pistol and dodge with health it's very weak."

In order: You can't use + jump? You wanna give Jedi/Sith dash so they can just strafe in and out at lightspeed and oneshot gunners and break dueling since they can just teleport away from your swings? You wanna give jedi/sith more hp and knockdown immunity so they can just hold W more and oneshot gunners? You wanna give soldiers vibroblades and more lives, because 3 lives isn't enough and slow classes like soldier should have melee weapons? You wanna buff Commanders/ETs even more even though they have 2 good guns in E11 and A280/T21, and 2 nade options plus dodge and rally?

"Exactly, why i need to own MB2."
Please, just stop.
Also I forgot to mention, you do realise there's such a thing as points balance? something like dodge for example would barely make much difference except add another option during duels to change dueling styles and at the cost of potentially lots of points barely kill gunners while likely being super weak to sabers anyway.

"You wanna give jedi/sith more hp and knockdown immunity so they can just hold W more and oneshot" btw I feel like you're sort of trolling because It's clearly not the case, with the changes that gunners could have these things would make the builds more capable of withstanding upgraded gunner classes. (By the way you basically just described a wookie which I just fixed by giving counters to soldiers and knockdown immune sith)

Also, Commanders are simply the start to how I would rework gunners since they add no changes to the battlefield except very insignificant buffs that are temporary and a spawn that usually backfires for soldiers with barely any real loadout choice, which I'd argue most classes don't have.
 
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