V1.4.4 Update Released!

mb2_logo_1.png

V1.4.4 Update

The sabering changes included in this release are a prelude to the extensive adjusting and tuning that has been done overall. Not all of these changes were completely polished and ready to be put out into the wild so some minimal adjustments that lean the gameplay toward where the rest is heading have been included. These, along with the entirety of the planned and currently being tested features will be available for play within scheduled open beta sessions. More details on when and how to get in on these will be included when they're ironed out.

CHANGELOG (11-12-16)

Classes
  • Soldier
    • Change: Close Combat 1 now gives all melee move options, Close Combat 2 (which thus now only gives higher speed at all times and quicker getups) is no longer available in Open Mode.
Developer Comments said:
At this point we felt that fully mobile Soldiers are generally too strong and also removed most of the incentive to use ETs/Commanders.
  • SBD
    • Fix: Advanced Targeting crosshair should finally work correctly in all situations.
  • ARC
    • Change: Westar M5 Max Ammo increased from 240/360/480 to 360/480/600.
Developer Comments said:
In general ARC is very well rounded and performs its role as a multi-function class, where players are able to be build it to best counter any specific class as required. However the maximum ammo the Westar M5 could carry was causing issues while playing a supporting Sniper role or during high population engagements which required varing degrees of cover fire. This small change puts the weapon in-line with other weapons of its class.
  • Droideka
    • Fix: Quick Deploy animation is now correctly smoothed so it no longer jitters upon switching modes.
    • Fix: Instantaneous shield projection upon deploying with Shield Projector level 2 or 3 now properly applies when the Droideka does not have full shields.
    • Fix: Discharge no longer drains FP.
Developer Comments said:
Droideka fills a very strategic niche compared to the other Gun classes, the recent change to power management has put the ability in-line with the likes of Discharge and Quick Deploy - creating more valid build options for Droideka players. We aren't looking to change much of how Droideka plays and are happy with how its performing in games.
  • Jedi - Sabering
    • Change: Nudge toggle removed.
    • Fix: Visual clashes on saber/saber collision should no longer be causing massive and/or random FPS drops.
    • Removed: Visual animations on saber/saber collision.
    • Change: Nudge now only available for Purple, Red, and Yellow styles.
    • Change: BP drain for attacks moved from being based on button inputs (holding vs tapping) to being flat drains based on style:
      • Blue drains 4 BP per swing.
      • Cyan drains 5 BP per swing.
      • Yellow drains 6 BP per swing.
      • Staff drains 4 BP per swing.
      • Duals drain 4 BP per swing.
      • Purple drains 6 BP per swing
      • Red drains 7 BP per swing.
Developer Comments said:
Currently, the amount of BP you spend is based on whether you're activating attack per frame that's run by the server. This is unintuitive to say the least.
    • Change: Adjusted Parry drains
      • Base drains depend on "weight" of style.
      • 1 additional BP drain added per 2 ACM
      • Parrying vs the same style is 1 BP drain
      • Parrying vs a style 1 level heavier is 2 BP drain
      • Parrying vs a style 2 levels heavier is 3 BP drain
      • Perfect Block counters now increase the base drain of a parry by 2
    • Change/Fix: Red stagger now triggers on the third swing if the second swing was a body hit. Duration of body hit stagger is longer than a perfect blocked Red swing.
    • Perfect Parry
      • Allows for no BP damage between saberists clashing (except Duals)
      • Change: Similar to Mblock inputs (incoming top left swing would be PP'd by doing SA)
      • Applies to all styles by default
      • Cyan's perfect parry now has a visual stagger to go with the combo break
Developer Comments said:
There will be an extensive discussion in a separate thread about the upcoming direction for the rest of the sabering changes post-1.4.4.
  • Jedi - Force
    • Fix: Sense 2 shows enemies through walls and not just allies.
    • Change: Sense activation/duration changed to work similar to Speed.
      • Rank 1:
        • 15FP Activation, 5FP Ticks.
      • Rank 2:
        • 10FP Activation, 5FP Ticks.
      • Rank 3:
        • 5FP Activation, 5FP Ticks.
        • Can no longer be activated for free using Meditate.
    • Change: Force Sense level 3 can now dodge ee3/westar M5 snipes.
    • Change: Push 3 arc reduced from 180° to 120°.
Developer Comments said:
The previous changes to force sense worked to constrain users from leaving the ability on all the time, but lower levels like Sense 1 could give a poor feeling of control with the rapid deactivation. Changing to a activation + tick model achieves the same effect while remaining intuitive.

The arc on Push 3 has been reduced in order to punish careless usage. 180° was perceived as too forgiving especially with projectiles.
  • Jedi - General
    • Change: Restored normal single style run animations to Cyan/Purple.
    • Change: Cyan/Purple/Duals/Staff no longer have their respective gunner perks. Point costs are now 8/0/2 or 8/2/2. Duals/Staff are once again granted the perk of having higher blocking arcs than single blade styles.
    • Change: Blocking FP drains now have a 0.5x multiplier instead of 0.4x, non-blocking FP drains still have a 1.2x multiplier.
    • FP regeneration changes:
      • Change: When the player is unable to block or their saber is off, the FP regen is maximal (1.0x).
      • Change: When the player is able to block, the FP regen is 0.75x, and when switching to a state of being unable to block, there is a cooldown of 3 seconds during which the FP regen gradually increases from 0.75x to 1.0x.
      • Change: Whenever the player deflects projectiles, they enter a state signaled by a darker FP bar where their FP regen is reduced to 0.375x only while holding altattack. 1s after the last time deflecting a single projectile, the player leaves this state; this cooldown slightly ramps up to 2s if deflecting several projectiles in quick succession.
    • Change: FP drains are now capped at 50 at all times when not holding altattack and at 35 when holding altattack.
    • Change: Mblock deflect now works by holding attack while blocking instead of tapping it (even with Saber Defense level 0), FP regen is halted during this. Additionally, level 1 drains 6 FP per second, level 2 3 FP per second and level 3 does not drain FP. For all levels, mblock deflects cannot be accurate within flinch range.
    • Updated Wallgrab Logic:
      • Change: Wall Grab requires at least 1FP to initiate.
      • Change: Wall Grab prevents FP Regeneration until the player is on the ground again.
      • Change: Wall Grab drains 1FP per second.
      • Change: Wall Grab auto-releases upon reaching 0FP.
Developer Comments said:
The changes to wallgrab are intended to keep its utility for setting up short term ambushes while mitigating its viability for time wasting. It makes intuitive sense that sticking to a wall like Spider-Man will use some amount of force power.
  • Hero/Commander
    • Change: Dash no longer has stamina points and is a 4s cooldown ability.
    • Change: Dodge now works in any situation for all levels (standing/crouching/walking/running/jumping). Level 1 drains full dodge points (DP) in 1 second, level 2 2 seconds, level 3 3 seconds, and level 3 also significantly reduces the DP drains for dodging at close to very close range. Dodge points are now displayed as a yellow bar on the bottom right HUD.
    • Change: Dodge can now be activated in two different ways. If /dodgetoggle has value 0, dodge is still activated/deactivated via holding/releasing class special 1, if /dodgetoggle has value 1, dodge is toggled on/toggled off via tapping class special 1. /dodgetoggle is 1 by default. Notes: dodge cannot be toggled on while poisoned or while having 0 dodge points (and it will be toggled off automatically in those cases), however it can be toggled on in the other cases where one cannot dodge, namely while scoped, knocked down or dashing with dash level 2 - in these cases, dodge will still be toggled on, and become active and drain DP once the player stops scoping, gets up or finishes their dash move.
Developer Comments said:
The manual dodge change introduced in the previous build was a good starting point, but experience post release led us to believe it was too situational and difficult to use. The ability is now generally stronger and an activation option is available for those who do not have control setups suited to holding another ability key.
Weapons
  • Blaster Pistol
    • Fix: Pistol level 3 in combination with Ammo level 2 no longer gives less ammo than Pistol level 2 with Ammo level 2.
    • Change: Pistol Max Ammo has been normalized to 120/240/360.
Models
  • Change: Replaced lightsaber hilts Stinger and Luke (episode 6) with higher quality versions made by Rooxon.
Maps
  • mb2_tantiveiv_classic
    • New: Added B16 version of Tantive IV.
Full Authentic
  • Change: Classflag CFL_FUEL_REGENERATION is now modified by MB_ATT_FUEL. Regeneration will stop at the maximum fuel for each respective level.
Miscellaneous
  • Fix: Slight change to allow more useful OpenJK crashlogs.
  • Fix: Possibly fixed one source of clients crashing on map change.
  • Change: Support for "capture stop" command in jaMME.
Servers
  • Fix: Tempban now works with long IPs (e.g. 111.111.111.111).
  • Fix: Server no longer crashes when completing objective on certain maps (affected mb2_cmp_fdepot).
UI
  • New: Added custom mpdefault.cfg to assets. Clicking on Setup > Defaults will now set all important MBII binds and proper network settings. Strongly recommended for new players.
  • New: Added Dodge Activation option to Setup > Game Options. Sets state of dodgetoggle.

Changed Files ( Server downloads ) ( Linux OpenJK server lib ) ( ARM OpenJK build )
Code:
--MBII
mb2_tantiveIV.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.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
 
Last edited:
Posts
556
Likes
495
By the way, the Close Combat Training skill tooltip in the Soldier skill choice menu still states that it increases movement and get up speed. The Library hasn't been updated either.
 
Posts
652
Likes
1,861
Will mando wrist laser ever be buffed to a competitive state? The darn thing is almost useless, and is only being picked with twin pistols, that are not the greatest weapon either, especially compared to EE3.

Also, this has been bugging me for quite some time, and I wanna bring it up. What's the idea behind letting saberists half-swing after deflecting a shot? This is so ridiculous that it drives me insane sometimes. How am I supposed to save myself from this insta-swing? Being punished for shooting at your target is a bit weird imo. I can understand Deflect ability, but these half-swings just make no sense.
 

SomeGuy

Donator
Internal Beta Team
Posts
398
Likes
194
Soldier
    • Change: Close Combat 1 now gives all melee move options, Close Combat 2 (which thus now only gives higher speed at all times and quicker getups) is no longer available in Open Mode.
:mad:
 

Jorge

Venom Big Boss Coder
Movie Battles II Team Retired
Posts
335
Likes
188
YO GUYS TANTIVE IV B16 PARTY ALL VETS UNITE!
 
Posts
92
Likes
45
By the way, the Close Combat Training skill tooltip in the Soldier skill choice menu still states that it increases movement and get up speed. The Library hasn't been updated either.
well,it does increase movement speed and get up speed...but only when you're in melee.So to get up fast and run fast you have to switch to melee.I liked more when soldiers could get up with guns :/
Speaking of guns,i suggest that you can get up quickly also with pistol.
 
Posts
4
Likes
4
After this patch mbII is crushing all the time
 

Attachments

  • Bez tytułu.png
    Bez tytułu.png
    43.5 KB · Views: 248

DarthDementous

US Official Server Admin
Posts
60
Likes
35
baby dolls

my launcher is so broken it can't update, can someone chuck me a download link to the new patch?
 

Puppytine

Slayed dreamer
Posts
2,237
Likes
1,493
my launcher is so broken it can't update
How it is broken, exactly?
What's happening when you're trying to start Launcher?
can someone chuck me a download link to the new patch?
All links are at same place as always: Download
Unfold "Server -- Service terms & Downloads".
Please notice you have to download all five files and unzip them in proper order, if you install MBII from scratch.
If you're just updating from 1.4.3, you will need only one file.
 
Posts
652
Likes
1,861
Just a quick thought - do you think giving saberists increased regen while saber is turned off was a good idea? I understand the main point of it - making jedi vulnerable if they want to regen FP quickly. You lose ability to block, but get extra FP, ok, all good.

However, my experience this patch shows that this often leads to extremely silly situations, when saberists often turn off their sabers in the middle of a huge fight and hide, leaving gunners defenseless, just to regen FP. Or when you go 1v1 against a saberist as a gunner, and he turns off his saber and retreats behind a corner/pillar to regen FP, and keeps running away from you like that every time he goes low on FP.

So yeah, my little gripe. Gonna keep looking into things.
 
Posts
123
Likes
88
well, i've been waiting since 1.4 was released. i guess i can give it a shot once again. patch notes looks good (not talking about u NUDGE!).
wish me luck.

do you think giving saberists increased regen while saber is turned off was a good idea?
it was a thing long before 1.4

UPD.
tried some duels. feels better than previous patches, BUT (i think because of the nudge) saber fight still has a lack of dynamic (using yellow).
i've read tempest't post about test servers with\without nudge. think it's a good idea for comparing.

UPD 2. about flinch.
maybe make him work like force block? like when u beneath some fp value u will be flinched. u can make it like leveling-type (very similar to force block on the principle of work) or make it fixed.
because i think dodging projectiles should be rewarded somehow + stealth gameplay in some situations will be better with it (u will not be randomly flinched by the scared or some random gunner at your own little ambush). and it's kinda strange that melee class can't kill in melee.
besides - jedi don't have lightning.
sry for the messy thoughts :)
 
Last edited:

DarthDementous

US Official Server Admin
Posts
60
Likes
35
How it is broken, exactly?
What's happening when you're trying to start Launcher?

All links are at same place as always: Download
Unfold "Server -- Service terms & Downloads".
Please notice you have to download all five files and unzip them in proper order, if you install MBII from scratch.
If you're just updating from 1.4.3, you will need only one file.

amazing, I never noticed that there were separate download links like that. guess that explains how some people were able to link me to Google Drive for the other patches lol.

I've tried pretty much everything to fix the launcher but it just keeps starting with an 'Unhandled Exception' which leads it to not recognise it needs to update. additionally, whenever I click on Settings I get another 'Unhandled Exception' error and the only way I can click out of it is by exiting the program.
 
Posts
341
Likes
184
First, this mod is doomed,

Second, I like the update but you didn't fix most of the main problems

Third, I'm still not playing until it gets better,

Fourth, Goodbye until next time people,

Fifth, Rogue one was amazing and the best starwars film behind ESB
 

Sammy

Master of Whispers
Donator
Posts
278
Likes
167
First, this mod is doomed,

Second, I like the update but you didn't fix most of the main problems

Third, I'm still not playing until it gets better,

Fourth, Goodbye until next time people,

Fifth, Rogue one was amazing and the best starwars film behind ESB

First, this is just the beginning

Second, there will be an open beta for sabering

Third, if you wish to get support for your launcher issue, @Puppytine has done an excellent job in handling those issues for others

Fourth, you are an amazing person so please stay on this mod

Fifth, Rogue One was great, I agree.
 

Puppytine

Slayed dreamer
Posts
2,237
Likes
1,493
I've tried pretty much everything to fix the launcher but it just keeps starting with an 'Unhandled Exception' which leads it to not recognise it needs to update. additionally, whenever I click on Settings I get another 'Unhandled Exception' error and the only way I can click out of it is by exiting the program.
Delete these folders:
Jedi Academy\GameData\MBII_Launcher
C:\Users\YOUR_NAME\Local Settings\Application Data\Movie_Battles_Team

Make sure "Jedi Academy\GameData\MBII" directory does not contain any zero-sized files.
Make sure Launcher is in "Jedi Academy\GameData" folder.
 
Posts
22
Likes
33
Still I dont see jedi as a class. In my memories from old updates ( before flinch and other bullshit) Jedi is the one who can stand in the middle of battle and take all attention on yourself, also it's a good assassin (mind trick, speed, lightning, pull, sense 3 ) and ALL OF THIS are going to hell after your "gameplay improvements" like force reducing, regeneration with/without saber block, force drain etc. All these things are annoying. I dont wanna jumping/running around gunners just to get right moment to saber him ( flinch is not enough to stop me? ) I dont wanna hiding from gunners 4/5 min every round because FP regeneration takes so much time. Yeah... the force has left this place
 
Last edited:
Top