Moviebattles II V1.7.2 Released

iwCSA26.png

V1.7.2 Update

General
  • Change: Normalize round start timer to 10 seconds across all game modes.
  • Change: g_competitive option to block friendly player indicators only works if the server is passworded.
  • Change: Further optimization of gamestate usage for maps with dynamic lighting or many target_location entities.
  • Change / Fix: g_teamSwap is now a serverinfo cvar. Improved teamswap scoreboard behaviour.
  • Fix: Selecting a character with the SBD class in FA/Legends (IG-88, Galak Mech, Duckwalker, etc) will no longer cause a server crash.
  • Fix: Force powers are once again usable after dropping or using map objective items which disable force powers whilst they are being carried.
  • Fix: Perfect block indicator should be more functional.
  • Fix: BP now properly regenerates while meditating.
  • Fix: Improved Droideka camera behavior in some cases.
  • Fix: Fixed Droideka Advanced Logic not working in some cases.
  • Fix: Display seasonal hats correctly on other Droidekas.
  • Fix: Fixed a memory leak that could happen if a map change occurs before a Game Stats report is completed.
  • Fix: Fixed players being unable to move when shot in landing animation of speed lunge and jump kick.
  • Fix: g_OpenJKColoredNames allows OpenJK orange and grey names (^8 and ^9) again.
  • Fix: Resolved occasional issues with saber style change not working when saber isn't ignited.
  • Fix: Melee moves should no longer interfere with private duels on occasion.
  • Fix: Cooldown adjustment to saber ignition/deactivation noises to prevent potential server crashes due to event flooding.
Gameplay
  • New: Jedi jump kick now available to all melee users that have access to kicks. The minimum height requirement is also reduced. This shares the same cooldown timer with other special melee moves such as uppercuts.
  • Fix: Melee kicks and other knockdown moves should now work vs saberists that are in states where they aren't defending themselves (such as using force powers) even while holding down the block button.
  • Change: EE-3 now lets you use primary shots while you're in secondary weapon mode and not scoped.
  • Change: Wookiee forward / strafe speed increased slightly if using Bowcaster 3 and Health 3 (Assault build).
  • Change: Wookiee barge damage lowered from 15 to 10.
  • Change: Poison FP regeneration reduction reduced from 100% to 50%.
  • Change: Ion blob stun time has been normalized across all classes (mechanics are otherwise unchanged). Indirect hits will stun from 0.86-3 seconds (depending on damage), and a direct hit will enhance damage by 25% (up to a little over 3.5 seconds at max charge).
  • Change: Pulse Grenades
    • Adjusted visual effect of pulse nades to more accurately show their detonation radius (thrown is larger than grenade launcher).
    • The electrify mechanic for thrown pulse nades, launched pulse nades, and pulse rockets has been reworked to simplify effects:
      • The baseline stun time is 2.5 seconds. Droid classes (Deka, SBD) receive an extra half second (3 seconds total).
      • Droidekas no longer suffer from negative ammo drain (clip is still drained to 0 and ammo regeneration prevented for duration).
      • Pulse Rockets can now knock down SBDs and do hull damage to Droidekas.
  • Change: Dodge
    • Fewer dodge points drained if dodging from far / mid range.
    • Farther or at 950 units: 11 reduced to 9 points
    • New: Added range of 949-600 units which drains 16, resulting in more shots able to be dodged while approaching.
      • Farther than 300: remains at 25 points
      • Closer than 300: remains at 51 points
  • Change / Fix: Normalized knockback from blaster fire - further refinements
    • Normalized knockback no longer triggers during the return phase of swings (end of the animation before going back to idle/blocking). This should prevent additional instances of knockback occurring during non-damaging parts of the swing.
    • Clone Rifle level 3 has knockback lowered to 85% to account for its high rate of fire.
    • Saberists that are swingblocking shouldn't have higher knockback than when they take health damage in certain circumstances.
  • Change / Fix: FP Drains - further refinements
    • Charged shots now properly scale up FP drains, especially at lower charge levels.
    • Shots against saberists that aren't blocking now capped at draining 70 FP.
    • Saber Defense 0: increased incoming FP drain multiplier reduced from 3.0x to 2.5x
    • Saber Defense 1: increased incoming FP drain multiplier reduced from 1.6x to 1.3x
    • WeaponBlocking (before)Blocking (after)Running (before)Running (after)
      Bryar Pistol4-96-118-129-13
      Pistol 310-168-1213-2011-17
      E11 Secondary5-105-98-117-10
      Clone Pistol4-96-117-119-13
      Westars4-96-117-119-13
      Clone Rifle4-84-66-95-7
      M5 Primary6-126-109-148-12
      M5 Sniper10-1412-1811-1718-24
      DLT Burst5-96-107-108-11
      A280 Burst5-96-107-108-11
      T21 Primary23-3617-2217-2223-32
      T21 Secondary4-86-96-98-11
      SBD3-74-74-85-8
      Bowcaster7-147-1212-1610-14
      Deka5-86-910-1310-13
      Projectile Rifle40-5030-4040-7040-50
      Wrist Laser17-2312-1519-2615-19

User Interface
  • New: The FA / Legends character select menu is no longer limited to 6 slots, instead uses a feeder style similar to Open/Duel.
  • Fix: Selected item border thickness no longer increases at higher screen resolutions.
Full Authentic
  • New: Added FA weaponflag HELD_DISRUPTIFY (dying to a projectile weapon with this flag will cause the disintegration effect).
  • New: Legendary Sith vs. Jedi FA for uM_Vjun - created by -{EXE-} n00b.
  • Change: FA weapons with the shock effect (weaponflag HELD_PULSE) now drain only ⅓ of ammo clip (previously ½).
  • Fix: MB_ATT_STRONGBLOGS not working as intended on any class other than MB_CLASS_CLONETROOPER.
  • Fix: Fixed several dozen discrepancies and typos throughout Official/CMP/uM/PB characters, some of which could result in instability.
Legends
  • New: Shadow Stormtrooper (mirrors Rebel infiltrator).
  • New: Purge Trooper (dexterity ARC with an Electro Staff and CR2).
  • New: Din Djarin model added (open mode jetpack variant soon to follow).
  • Change: Din Djarin
    • Now has Darksaber.
    • Readjusted DMG values.
    • Sniper changed from Disruptor to Projectile Rifle.
  • Change: Swapped abilities of Cody and Rex with each other to make more sense lore-wise.
  • Change: Nien Nunb
    • Can now Quick Throw + Dash
    • Now has Hydrospanner and Blast Armor.
  • Change: Further increase in jetpack cooldown rate for Durge.
  • Fix: Improved descriptions as well as other minor character tweaks and fixes.
@FrenzY will be hosting/streaming an official Legends mode tournament in 2021, message him if you wish to volunteer or help to organize!

Models
  • New: Added a Luke Skywalker model.
  • Remove: Unintended duplicate Jocasta Nu hilt removed from Open.
Maps
  • Change: Added objective hint icons for mb2_alderaan, mb2_coruscant_chase, mb2_dxun, mb2_eravana, mb2_mygeeto, mb2_sdestroyer, mb2_theed, mb2_tradefed, and mb2_yavinassault.
  • Change: mb2_yavinassault
    • Added radar icons for bombs (only visible to attackers).
    • Turret bomb countdown now uses UI timer.
    • Defenders will win if both bombs are disarmed.
  • Change / Fix: mb2_deathstar
    • Detention elevators changed to automatic return versions to improve flow for attackers and prevent exploits.
    • Attacker secondary spawns moved to forward half of Tie Fighter Hangar and attackers receive a notification when activated.
    • The elevator in the Tie Fighter Hangar will be automatically called when secondary spawns are used.
    • A new route from Tie Fighter Hangar to Conference Room will be opened when secondary spawns become active.
    • Tractor Beam Shaft sensor traps will now crush anything blocking their fall and the top parts cannot be stood on.
    • Updated minimap to a four level version for greater clarity.
    • Some minor visual fixes and optimization.
  • Change / Fix: mb2_theed
    • HDR lightmaps available for GL2/Rend2 OpenJK.
    • A few minor visual fixes.
  • Change / Fix: mb2_cmp_jedha
    • Various holes in the map's clipping have been plugged.
    • Clipping in various areas near the U-Wing have been changed to be more consistent.
    • The glass ceiling above the spawn points near U-Wing correctly looks like glass now instead of an invisible clip.
    • Visual glitches/bugs have been corrected with several of the various arches.
    • Expanded the clipping around the U-Wing so that it cannot be destroyed before at least 1 crystal arrives.
    • Added target_location nodes around the map to identify location within the team overlay.
  • Change / Fix: mb2_cmp_assault
    • Vent bombs now deal damage.
    • Adjusted elevator panels in hangar.
  • Change / Fix: mb2_cmp_snowfacility
    • Added objective hint icons and minimaps.
    • Fixed several FA first person models.
  • Change / Fix: mb2_cmp_raxus
    • Added objective hint icons and minimaps.
    • Fixed missing texture.
  • Change / Fix: uM_bespin
    • Instability issues causing crashes.
    • Added the missing vehicle kill trigger to prevent swoops from getting upstairs.
    • Adjusted cloud car health.
  • Change / Fix: uM_ns_streets / uM_ns_guns
    • Increased global brightness by 50%
    • Moved training droid into separate room
  • Fix: mb2_duel_yavin4
    • Added missing music.
  • Fix: uM_SarlaccBarge
    • Rebel team dying on spawn if server has higher population.
  • Remove: Seasonal maps mb2_xmas_dotf, mb2_xmas_mustafar, and um_bespin_xmas go back into the vault. Server admins should remove these maps from their maps.txt to avoid breaking RTV.
MBII Client
  • Change: Updated the bundled Windows version of the separately maintained MBII Client (mbii.x86.exe) based on OpenJK. The MBII Client is GPL licenced and has its source code available at MBII/OpenJK. If you're having any new issues after updating this thread may be able to help you.

Changed Files ( Manual / Server Downloads )
Code:
--GameData
mbii.x86.exe
mbiided.x86.exe
rd-vanilla-mbii_x86.dll
SDL2.dll
--MBII
03_MovieGameMappack.pk3
cgamei386.so
jampgamei386.nopp.so
jampgamei386.so
mb2_cmp_assets.pk3
mb2_cmp_assets3.pk3
mb2_deathstar.pk3
mb2_duel_emperor.pk3
mb2_duel_yavin4.pk3
mb2_dxun.pk3
mb2_mygeeto.pk3
mb2_pb_assets2.pk3
mb2_theed.pk3
mb2_um_assets.pk3
mb2_um_assets3.pk3
mb2_um_assets4.pk3
mb2_yavinassault.pk3
MBAssets3.pk3
MBAssets4.pk3
MBII Maps-Models Credits.txt
MBII.pk3
MBII_Mac.pk3
MB_Effects.pk3
server_config_default.cfg
uii386.so
zz_MBModels4.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
 

KarusBadders

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Welp, these automatic air kicks in melee are kind of annoying. Now we can't meme and do jump 2 bunny hops.

And it's not just that, but it's also kind of annoying for some of the melee mode stuff, at least for me personally. When I press Use/Jump/W to get around the map, it just kicks and it's irritating to say the least.

Could you guys at least include an on/off function in the control settings in regards to the use jump? I don't want to air kick, unless there's already a setting for it in the controls that I'm not aware of.. so far I can't find an option to switch it off.

Scripting out the saber ignite spam config due to client-side shit is one thing, but getting rid of the saber spam and scripting out bunny hops in one patch? Daz not kewl :(
I can do the bunny hops just fine with jump 2, maybe this is a bug?
 
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I can do the bunny hops just fine with jump 2, maybe this is a bug?
Nah, the standard one works fine.. it’s the other ones like frozen crouch walk or.. dabs lol

Cartwheel bhops, backflips and stuff still work with jump 3, my main concern is when I accidentally kick.

Plus, it‘s not the end of the world, it’s just a minor complaint I have. It’s got something to do with adding air kicks to gunners I’m pretty sure.
 
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I've been meaning to ask this on forums but never got to it.

Is it intentional to be losing FP when you're Mblocking with Deflect 1 and 2 when you're not even defecting anything?
 
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I've been meaning to ask this on forums but never got to it.

Is it intentional to be losing FP when you're Mblocking with Deflect 1 and 2 when you're not even defecting anything?

yes, it's to stop constant spamming or just holding it forever
 
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almost every nerf and buff are k but.....

WeaponBlocking (before)Blocking (after)Running (before)Running (after)

Westars4-96-117-119-13

Wrist Laser17-2312-1519-2615-19

WTF? why?
The Wrist Laser has just been getting beaten down these past few years. The 1 extra shot is worth nothing.

Honestly this is such a stupid change. Already, nearly every player who uses Mando uses Flamethrower because of how weak Wrist Laser is, then you decide to nerf it even more? I used to like firing off my ee3 for a couple of shots and following it with 2 shots from my wrist laser and watching Jedi turn heel and run with 0 FP. Now the Wrist Laser overlaps with p3 for FP damage, while also being far more limited in ammo capacity.
 
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The Wrist Laser has just been getting beaten down these past few years. The 1 extra shot is worth nothing.

Honestly this is such a stupid change. Already, nearly every player who uses Mando uses Flamethrower because of how weak Wrist Laser is, then you decide to nerf it even more? I used to like firing off my ee3 for a couple of shots and following it with 2 shots from my wrist laser and watching Jedi turn heel and run with 0 FP. Now the Wrist Laser overlaps with p3 for FP damage, while also being far more limited in ammo capacity.

pretty sure the p3 outperforms the wrist laser in fp drain for a long time, even before these new fp drain buffs the p3 felt like a single shot would take 20 fp minimum
 
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yes, it's to stop constant spamming or just holding it forever
That seems a bit of a silly idea when they can just lose more FP instead of passively losing it. I lose a lot of FP if i'm blocking a lot of shots with D3, id guess them losing more FP just by deflecting would be better than just losing it by defecting nothing
 

cannonfodder

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The Wrist Laser has just been getting beaten down these past few years. The 1 extra shot is worth nothing.

Honestly this is such a stupid change. Already, nearly every player who uses Mando uses Flamethrower because of how weak Wrist Laser is, then you decide to nerf it even more? I used to like firing off my ee3 for a couple of shots and following it with 2 shots from my wrist laser and watching Jedi turn heel and run with 0 FP. Now the Wrist Laser overlaps with p3 for FP damage, while also being far more limited in ammo capacity.

It was doing around 20 FP up close per shot on BLOCKING with a higher firerate than P3, and you could use it with any other gun the mando was holding. It essentially gave you a P3 with more drains that you didn't even need to spend time swapping your weapon to use it. Mando was getting FP buffs on its 2 primary guns, and already did more FP drains than a P3 on his wrist laser (with a higher ROF). I think it makes sense for an FP nerf. And it doing less FP than a P3 is fine because you're using the wrist laser AND whatever primary weapon you have. The wrist laser is an additive to the mando's other guns. It makes sense to nerf its already high FP drains because of the buffs the other weapons are receiving.
 

Preston

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The Wrist Laser has just been getting beaten down these past few years. The 1 extra shot is worth nothing.

Honestly this is such a stupid change. Already, nearly every player who uses Mando uses Flamethrower because of how weak Wrist Laser is, then you decide to nerf it even more? I used to like firing off my ee3 for a couple of shots and following it with 2 shots from my wrist laser and watching Jedi turn heel and run with 0 FP. Now the Wrist Laser overlaps with p3 for FP damage, while also being far more limited in ammo capacity.
Highly disagree, if anything wrist laser has gotten significantly better over the years, not the opposite. It's incredible when used correctly and Imo is much better than a flame thrower is.
 

Duckshark

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It was doing around 20 FP up close per shot on BLOCKING with a higher firerate than P3, and you could use it with any other gun the mando was holding. It essentially gave you a P3 with more drains that you didn't even need to spend time swapping your weapon to use it. Mando was getting FP buffs on its 2 primary guns, and already did more FP drains than a P3 on his wrist laser (with a higher ROF). I think it makes sense for an FP nerf. And it doing less FP than a P3 is fine because you're using the wrist laser AND whatever primary weapon you have. The wrist laser is an additive to the mando's other guns. It makes sense to nerf its already high FP drains because of the buffs the other weapons are receiving.

Also note that wrist laser still does more FP damage per shot than P3, with faster fire and in combination with either EE3 quickscopes or Westar charge shots, as well as you having a jetpack. Mandos are fine versus Jedi at the moment, methinks.
 
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  • Change: EE-3 now lets you use primary shots while you're in secondary weapon mode and not scoped.
I feel like this was made for me. Countless times I was not able to retaliate in time / at all due to being in sniper mode.
It always felt frustrating and had one long for such a change.

And surely as a wrist laser fan I also feel that specific nerf was not called for at all. Was what that thing was proclaimed to be about: the uber FP drainer.
 
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