V1.4.3 Halloween Update Released!

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V1.4.3 Halloween Update



A hotfix has been released to address the issue with duplicate team chat messages and nudgetoggle binding. Server owners will need to manually apply this patch to fix chat. Click here to download.

CHANGELOG (23-10-16)

Gameplay
  • Pistol changes:
    • Basic pistol:
      • Change: Level 2 secondary fire is now a charged shot which ramps up from 26 damage to 48 damage in 5 seconds.
      • Change: Level 3 primary mode primary fire damage decreased from 48 to 40 (also affects FP drains).
      • Change: Level 3 primary mode secondary fire is now a charged shot which ramps up from 26 damage to 60 damage in 2.5 seconds, afterwards it no longer drains ammo nor increases damage until 5 seconds of charging where it auto-fires.
      • Change:Level 3 secondary mode secondary fire rapid shot burst now costs 4 ammo.
    • Westar pistol:
      • Change: Level 2 secondary fire charged shot ramps up from 28 damage to 53 damage in 5 seconds.
      • Change: Level 3 charged shots ramp up from 28 damage to 53 damage in 5 seconds for both pistols.
      • Change: FA-only: Akimbo pistols' base damage is now 40 instead of 48 and their charged shot ramps up from 28 damage to 80 damage.
  • Dodge mechanics overhaul:
    • Change: Dodge is now an active ability manually triggered by holding class special 1.
    • Change: Costs 4/6/10.
    • Change: No cooldowns on activation/deactivation/reactivation.
    • Change: Runs on a separate resource of its own, Dodge Points, which are displayed below the botton right hud.
    • Change: While active, 50 DP drain per second, thus full bar in 2 seconds (if the player is in a state where he can dodge, otherwise no drain).
    • Change: Passive regeneration while not active nor poisoned, full bar in 15 seconds when running or jumping, 10 seconds otherwise.
    • Change: Basic DP cost levels 5, 10, 15, 25, 50, 75 for dodging projectiles.
    • Change: Dodge Level 1: base standing/crouching still costs 15, 25, 50 (legs, torso, neck/head).
    • Change: Dodge Level 2: standing/crouching has 1 level less worth of costs, walking has the same cost as above.
    • Change: Dodge Level 3: standing/crouching now has 2 levels less worth of costs, walking 1 level less, running/jumping same cost as 2 lines above.
    • Change: Sniper shots increase the DP cost level by 1 compared to all other projectiles.
    • Change: Can't dodge while scoping or poisoned.
    • Change: Starting from 400 distance, the closer the enemy is the costlier dodge becomes (linearly), until reaching 160 distance (80 for dodge level 3) where dodging is impossible (costs above 100 DP).
    • Change: Ability to move freely while dodging, ability to dodge again while already in a dodge animation (does not replay an animation but still drains DP), ability to attack freely while dodging.
  • Dash changes:
    • Change: Dash Level 1 now costs 44 stamina (33 before).
    • Change: Dash Level 2 now costs 33 stamina (25 before).
  • Quick Throw:
    • Change: Now assigned to new command /ability1.
  • FA tweaks:
    • Change: Dexterity cooldown is now no longer activated when trying to roll/dive while attacking with a saber (in FA).
    • Change: Dash/Dodge can now be given to any class in FA.
    • Change: In FA, when a class has Saber Defense with a saber, or Stamina, the regeneration rate of BP and Stamina prevails over the regeneration rate of Dash; when a FA class has regenerating fuel, its regenerating rate prevails over all others (all of them share the same bar).
    • Change: In FA only, in order to prevent some ability conflicts, Dexterity and Dash are assigned to /ability1 (Dexterity is given priority over Dash at all times) whenever the class has access to flamethrower, wrist laser, saber-out melee moves or tracking darts.
    • Change: In FA only, saber-out melee moves (note: jumpkicks with saber-out are still always activated via class special 2), gunkicks and tracking darts are assigned to /ability2 whenever the class has access to flamethrower or wrist laser.
    • Change: In FA only, poison darts are assigned to /ability3 whenever the class has access to dodge, mandalorian rocket or stamina.
  • Droideka/SBD tweaks:
    • Change: Droideka power management now regenerates 20 armor for 1 ammo and 2 ammo for 10 armor instead of 10 armor for 1 ammo and 1 ammo for 10 armor.
    • Change: Ion blobs no longer disable Droideka shields, launched pulse grenades now stun SBDs/Droidekas and disable shields of Droidekas for slightly longer, manually thrown pulse grenades now stun and disable shields of Droidekas for slightly longer.
    • Change: Droideka FP drains reduced by a 0.8x factor.
  • General Jedi/Sith changes:
    • Change: Cyan/Purple/Staff/Dual styles are reworked into "specialist" styles, more powerful than the basic Blue/Yellow/Red. Fast Styles, Medium Styles and Strong Styles thus now all have the following cost: 8/8/6.
    • Change: Cyan style now has a synergy with Saber Deflect. Buying Saber Deflect with Cyan makes deflecting no longer require tapping attack but simply holding attack, with no FP cost. With Saber Deflect level 1, Cyan can deflect 1 shot every 750ms and cannot deflect at close range; level 2 can deflect 1 shot every 500ms and can deflect at close range; level 3 can deflect 1 shot every 250ms and can deflect at close range.
    • Change: Purple is now granted Q3. Q3 is the ability to automatically deflect projectiles while attacking without holding block. Q3 can be disabled for a swing by holding Class Special 1 during this swing. Q3 has good synergy with Saber Defense 3 because Saber Defense 3 reduces the extra FP drain on shots that are blocked while attacking (without Defense 3, the FP drain is doubled on these shots for both Q3 and swingblocks; with Defense 3, the FP drain is no longer doubled for swingblocks nor Q3 non-swingblocks).
    • Change: Duals now deal 360 damage per swing instead of 260. Duals no longer have an increased blocking arc.
    • Change: Staff now have a 270° blocking arc against projectiles (including thrown sabers) and 300° against saber swings.
    • Change: Cyan now has the same forward running animation as Staff, and Purple has the same forward running animation as Duals.
    • New: Nudge is now enabled by default on spawn and can be toggled on/off via /nudgetoggle.
    • New: Blocking animations are now triggered on saber/saber collisions.
    • Change: The duration of the flinch stagger is now dependent on the damage received.
    • Fix: MBlock deflecting will no longer drain FP when the deflect cooldown is still active.
    • FP drain and regeneration changes:
      • Change: 1.0x FP regen when unable to auto-block (saber off, knocked down, idle, etc.).
      • Change: 0.7x FP regen and 1.2x FP drains when able to auto-block but not holding altattack.
      • Change: 0.2x FP regen and 0.4x FP drains when able to auto-block and holding altattack.
      • Change: FP drains are capped at 40 when holding altattack and 80 when not holding altattack.
  • Saber vs Saber changes:
    • Change: Non-PBs now result all the time in clash sound effects on a saber/saber collision, instead of alternating between bodyhit/clash sfx depending on non-PB/PB.
    • Change: Perfect Block (PB) no longer combo-breaks.
    • Change: Parries now drain BP equal to half the amount of a bodyhit.
    • New: Perfect Parry (Blue crosshair and BP bar indicators): done by matching the incoming swing (quadrant-wise) with the matching outgoing swing. Will negate parry BP drains.
    • Change: Manual Block (Mblock) now allows for combo-breaking vs swingblock and also deals 6 BP damage to the attacker when successful. Failing a Mblock (vs any swing) drains BP (4 vs Fast styles, 6 vs Medium styles (and Purple), and 8 vs Red).
    • New style-specific perks/features (these replace all previous ones):
      • Change: Blue style: Loses 1 ACC when PB'd except against Blue/Cyan. Drains 6 BP from attackers on PB (including against chained consecutive swings).
      • Change: Yellow style: Doesn't suffer from Mblock BP drain on failing.
      • Change: Red style: No BP drain from being Mblocked on a swingblock. Causes a stagger on the third consecutive bodyhit.
      • Change: Cyan style: Combo-breaks other styles on a perfect parry.
      • Change: Purple style: +1 ACC on PB.
      • Change: Dual style: Consecutive swings deal 0.75x damage instead of 0.5x.
      • Change: Staff style: Successfully timing and matching movement directions with a Mblock counts as a Pblock, even with incorrect camera aim. Staggers the opponent on a successful Mblock vs a swingblock.
Servers
  • Change: SMOD mute now also blocks voice_cmd, gestures and name changes.

UI

  • New: Added new ability keys (moviebattles) and nudge toggle (weapons) to controls menu.

Models

  • New: Added Grand Admiral Thrawn to Commanders (thrawn/default) and Outcast's Tavion to Sith (tavion/default). Tweaked TFA Han's taunts.
  • Change: Re-enabled a few alternate skins for existing Sith models (alora/default, darthmaul/default_robed).
  • Fix: Swamptrooper model's footsteps are no longer silent.
  • Fix: Updated seasonal hat positioning for model changes after v1.3.2.
  • Fix: Some minor shader errors.

Official Maps

All (where applicable)
  • Change: Re-enabled charge shot on FA classes with akimbo pistols.
mb2_cloudcity
  • Fix: Blocked area allowing players to escape the map.
  • Fix: Minor VIS adjustments to tunnel between Eastern Commons and South Lounge.
mb2_duel_cc
  • New: Added carbonite freezing sequence. Activated by using one of the control panels.
mb2_deathstar
  • Change: The FA has been redesigned to make every class useful instead of a few dominating ones and many weak classes. For example, C3PO, R2D2, and the prisoner have been buffed. The Imperial team has also been changed to have as many unique classes as Rebels.
  • New: Two FA-specific features have been added for this FA. First, Force Power sound overwrites now exist (currently only available for Sense / Deadly Sight) and are used for C3PO. Second, a special classflag for making a class run faster while in melee was added for the Imperial Pilot.
  • Fix: A shallow pit of death trigger allowed survival in rare circumstances.
mb2_duel_office
  • Fix: Added clipping to portion of ceiling that may have made it possible to escape map.
mb2_jakku
  • New: Original map by Plasma based on the village attack at the start of The Force Awakens.
  • New: Capture Point Objective: The final objective on this map requires the attacking team to stand within the village square to capture it. The defending team may stop the capture by also standing within the capture point.
mb2_undeadstar
  • New: Reimagined map by Plasma. Will our heroes manage to survive the horrors that await?
Unofficial Maps
All (where applicable)
  • Change: Re-enabled charge shot on FA classes with akimbo pistols.
mb2_cmp_arena
  • Change: Split soundset for C3PO / Battledroid hybrid models.
  • Fix: Restored classic FA icons.
sm3_venom
  • Fix: Spiderman and Venom now use the correct model.
ultimate_showdown
  • Fix: Spiderman and Venom now use the correct model.
  • Fix: Resolved some shader errors.

Changed Files ( Server downloads ) ( Linux OpenJK server lib ) ( ARM OpenJK build )
Code:
--MBII
031_MovieGameMappack.pk3
FAMBModels.pk3
MB_Effects.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_cloudcity.pk3
mb2_deathstar.pk3
mb2_duel_office.pk3
mb2_jakku.pk3
mb2_undeadstar.pk3
mb2_um_assets3.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
zz_MBModels2.pk3
cgamei386.so
jampgamei386.so
uii386.so

Changelog Legend

New - New feature or addition to the game.
Change - Changes to the game.
Fix - Bug fix.
Remove - Removed feature.
Feature - New feature name
 
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Plasma

Movie Battles II Team Retired
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That's not his job, by the way - why are you so hostile? Telling people who are quitting "bye bitch" etc.
Ah I see so it is fine for people to say f*** devs and whining about characters not getting included despite the massive amount of content and work that has gone into the mod.

I'm not suprised by it I'm just tired of seeing it maybe if people realised the amount of time and effort people put in to making this mod they wouldn't act like this all the time.
 
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Get off your arse and make them then.
They are already done. Part of Penecke (if I remember the name correctly) pack.
Why not just using them? After all, it would bring even more variety.
And leave my arse alone. He's very bad at creating model. :(
 
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and here im wondering why noob didnt hit me up and tell me abou these updates :) , looks good on the read, gotta give them a try but should i?
 
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and here im wondering why noob didnt hit me up and tell me abou these updates :) , looks good on the read, gotta give them a try but should i?
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
 

SeV

Nerd
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Just returned today with new internet.
Here's some feedback:

  • Change: Non-PBs now result all the time in clash sound effects on a saber/saber collision, instead of alternating between bodyhit/clash sfx depending on non-PB/PB
Good!
  • Change: Perfect Block (PB) no longer combo-breaks.
I don't like this change. Combo breaks were good for the flow/rhythm imo. They went well with nudge, complementing it to create a good dynamic. Though I suppose it's now more noob friendly, I think the gameplay has suffered from this change.
  • Change: Parries now drain BP equal to half the amount of a bodyhit.
No problem with this.
  • New: Perfect Parry (Blue crosshair and BP bar indicators): done by matching the incoming swing (quadrant-wise) with the matching outgoing swing. Will negate parry BP drains.
Fine, not really a big deal.
  • Change: Manual Block (Mblock) now allows for combo-breaking vs swingblock and also deals 6 BP damage to the attacker when successful. Failing a Mblock (vs any swing) drains BP (4 vs Fast styles, 6 vs Medium styles (and Purple), and 8 vs Red).
I like that getting Mblocked drains your BP, but as said before I don't like this direction. It makes combo-break/PB feel too weak. I think if this is the direction, then combo-break on MB should be changed to a short stagger that is a bit more punishing. It's hard enough to pull off as is, with nudges etc. Combo break isn't a big deal compared to how hard it is to pull it off with Mblocks and how rare it is. 0.5 sec recovery by nudging and off you go again to fight. A stagger would be better...
  • New style-specific perks/features (these replace all previous ones):
    • Change: Blue style: Loses 1 ACC when PB'd except against Blue/Cyan. Drains 6 BP from attackers on PB (including against chained consecutive swings).
This makes blue incredibly strong. I'm not saying it should be nerfed, just that some other perks/styles need to be lifted up to its same level.
  • Change: Yellow style: Doesn't suffer from Mblock BP drain on failing MB.
Okay so this is absolute garbage. Mblock is already hard to perform and rarely ever happens. Spamming it is not going to change the frequency with which it occurs. Also, the rewards for Mblocking, as mentioned above, are way too meager compared to the skill it takes to pull off. I would much rather you put back yellows old perk of draining 1 ACC on PB than this garbage, but then again it's a different system without PB combo breaks. The elegance is lacking.

  • Change: Red style: No BP drain from being Mblocked on a swingblock. Causes a stagger on the third consecutive bodyhit.
Fine, but I'd prefer if 3rd combo hit staggered always instead of only on 3 bodyhits, like before.
  • Change: Cyan style: Combo-breaks other styles on a perfect parry.
I prefer to ignore cyan rather than deal with the headache it is to try and fix this horrible abomination. It is still a spammy thing that operates similar to how it always has been. As long as it's not Overpowered just keep as is, though I'd prefer to delete it from the game :)
  • Change: Purple style: +1 ACC on PB.
Fine, but purp feels a bit weak vs fast stances like blue.
  • Change: Dual style: Consecutive swings deal 0.75x damage instead of 0.5x.
Good.
  • Change: Staff style: Successfully timing and matching movement directions with a Mblock counts as a Pblock, even with incorrect camera aim. Staggers the opponent on a successful Mblock vs a swingblock.
I've never been a fan of staff Mblock perks and never will be, but this seems reasonable enough.

---


Okay so overall so far I have to say I prefer what we had in 1.4. I don't know what prompted all of these weird changes since I've been out of the loop for awhile. Keep in mind that the above is just a short first impressions blurp, I haven't rly played it enough to give an informed opinion yet. Who knows, maybe It'll grow on me. The most glaring thing that stands out to me is yellows lack of a good perk. My main wish would be to give yellow the -1ACC on PB perk again and my secondary wish would be to reinstall combo breaking on PB.
 

StarWarsGeek

Internal Beta Team
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They are already done. Part of Penecke (if I remember the name correctly) pack.
Why not just using them? After all, it would bring even more variety.
And leave my arse alone. He's very bad at creating model. :(
Those are ports. Ported content in (high profile) mods is generally not a good idea. So no, no original HK-47, Nihilus, Sion, and Atton models have been made for JKA. Anyone who wants them is welcome to make the models themselves, a lot of people including myself would appreciate it. I'm sure the MB2 team would love to include such iconic characters. However, as it stands, there are other models the modelers on the dev team would like to spend their free time making.
 

Stassin

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The saber system changes are definitely not "complete" at all and a bit of a mess. That's because the future changes are probably going to include things like some slowing down/animation improvements (to look less like teleports) of consecutive swings, at least, and maybe some swing chaining direction restrictions back to differentiate some styles more. That's why things like PB combo-break might become too extreme and having it on mblock might actually become a little bit useful (i do agree it's basically useless in a real fight currently). PB having a fast counter still allows to break the enemy's offense and it would be enough.

The gameplay basis from 1.4 and now is an alright one for the "yellow vs yellow" case, what mostly remains to do now is make the gameplay for other styles more and more different from that. Using differences in base mechanics, instead of non-visual artificial perks. About things like MBlock BP drains or some artificial perks, i don't necessarily like what we currently have but i'm not really going to care about that level of detail anymore, the gameplay is roughly balanced at this point that is sufficient.
 
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Those are ports. Ported content in (high profile) mods is generally not a good idea. So no, no original HK-47, Nihilus, Sion, and Atton models have been made for JKA. Anyone who wants them is welcome to make the models themselves, a lot of people including myself would appreciate it. I'm sure the MB2 team would love to include such iconic characters. However, as it stands, there are other models the modelers on the dev team would like to spend their free time making.
I see, just ports then, a shame (considering oens were mad enought to made model for freaking slave leia... Not that it is a bad thing, but still...)

Hum... Problem is I lack the knowledge to do model. Basicly 0 experience in it. :/
 

Plasma

Movie Battles II Team Retired
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Well at least he has done more for the community than this two
uUDn1AP.jpg
Lol.

They are already done. Part of Penecke (if I remember the name correctly) pack.
Why not just using them? After all, it would bring even more variety.
And leave my arse alone. He's very bad at creating model. :(
Heh your arse is fine :p

Yeah as others have said they're ports, personally I've never been against them and Disney's new Star Wars game EULA doesn't actually prohibit porting models but not everyone wants to include them just in case. Some of them are also rigged pretty badly iirc lots of clipping and the hands are a bit messed up I think that was the other reason.
 

SeV

Nerd
Internal Beta Team
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The saber system changes are definitely not "complete" at all and a bit of a mess. That's because the future changes are probably going to include things like some slowing down/animation improvements (to look less like teleports) of consecutive swings, at least, and maybe some swing chaining direction restrictions back to differentiate some styles more. That's why things like PB combo-break might become too extreme and having it on mblock might actually become a little bit useful (i do agree it's basically useless in a real fight currently). PB having a fast counter still allows to break the enemy's offense and it would be enough.

If that's the case then I can see where you're coming from. These were just my first impressions. What I wanted to indicate was that there's definitely scope for improvement here. It felt like an incomplete implementation to me and now I know that it is. It's not like it's unplayable or anything, but I'm finding myself missing yellows perk quite alot. That along with combo breaks, but I guess I can get used to the Mblock variety too.
 
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