V1.4.6 Update Released

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V1.4.6 Update


CHANGELOG (13 November 2017)

General
  • Fix: Tempban shoud now work properly with long IPs
  • Change: SBD now uses overlay when zooming with Advanced Targeting
  • Fix: Client hosted (localhost) servers no longer lag on map change
  • Change: Can now have OpenJK colors (^8/^9) on names with g_openJKColoredNames
  • Change: trigger_capture and misc_hologram map entity functionality improved significantly (designed for DOTFv2 and future maps / modes)
  • New: trigger_playercount map entity added to allow conditional map logic based on quantity of players within an area (designed for mb2_duel_training).
  • New: Beta release of weaponflags. A new FA-only feature that functions similarly to classflags, but depends on what weapon you have equipped. It can affect the user or the weapon itself. At the moment it is used officially only in Sailbarge with the poison blaster. Keep in mind that this is still an experimental feature, not all combinations work, or some may not work as expected. For further reference, check the weaponflags article on the wiki.

Weapons:
  • Change: M5 sniper mode FP drain has been reduced slightly.
  • Fix: Bowcaster Scope can be toggled while holding a charged shot.
  • Change: Bowcaster Rank 2 adjusted to re-balance the power of rapid fire.
    • Rank 1: Unchanged
    • Rank 2: Uses Rank 1 Primary Fire, Unlocks Scope, Unlocks Charged Shot.
    • Rank 3: Unchanged

Dodge:
  • Change: Once activated cannot be deactivated, dodge points drain to 0 before it starts regenerating.
  • Change: Dodge can be activated whenever dodge points are available.
  • Change: Dodge levels and mechanics are simplified. Dodge meter is 0-100 and each rank unlocks a portion of the whole bar (regen times below are based on standing still, regen slows while moving):
    • Rank 1: 33% Dodge Points max (regenerates from 0-33% over 3 seconds).
    • Rank 2: 66% Dodge Points max (regenerates from 0-66% over 6 seconds).
    • Rank 3: 100% Dodge Points max (regenerates from 0-100% over 9 seconds).
    • 33% Dodge Points is worth 1 second of active dodge time.
  • Change: Dodge bar turns red when dodge is active.
  • Change: There is no additional dodge point drain when dodging projectiles.

Maps
  • New: Starkiller Base (mb2_starkiller_base)
    • An original new map by Plasma based on the end of The Force Awakens.
  • Change: Duel of the Fates v2.0 (mb2_dotf)
    • A redesign of Duel of the Fates by MaceMadunusus.. For an indepth view of the changes see here: The Evolution of Duel of the Fates
    • All routes were widened and thicker pillar cover was added.
    • Route to throne is no longer protected by a locked door.
    • All side routes have been expanded to a more open format coming from main to either side of Throne Room.
    • Federation Room (Defender Spawn) has been increased in size to fully support 64 spawns to prevent crashes.
    • Side route from Defending Spawn to Generator has been shortened.
    • Elevators in generator now have access to all levels.
    • Pit room in generator removed.
    • Catwalk removed.
    • New Capture Node based objective
      • Attackers must capture the node from the defenders by standing in it for a full 12 seconds. Six seconds to neutral + Six seconds to full capture.
      • A single defender can block the capture point and the rate is independent of the amount of players in either team within the node.
      • If the point gets flipped but not fully captured it will reset to neutral. The defending team has the ability to reset it fully to their control by standing in it without attackers present.
      • The capture range is denoted by a colored border in the throne room.
    • Updated Secondary Objective
      • The secondary objective has been updated, still unlocking both federation and side routes from the consoles at the entrance to Generator
      • Secondary Objective is now a dual-tier hack meaning you can complete both hacks at either of the terminals one after the other.
    • Sheltered Secondary Spawns
      • Once the spawns are switched both teams get access to two secondary spawning locations on either side of main.
      • Spawn location is random.
      • Defenders have permanently sheltered spawns.
      • Attackers sheltered spawns activate when they spawn and will remain active for 10 seconds. If a secondary player spawns before those 10 seconds are up the counter will reset for another 10 seconds before it is deactivated.
  • Change: Duel of the Fates Duel (mb2_duel_dotf)
    • Updated map to match mb2_dotf changes (forcefield corridor / pit unchanged).
  • FIx: Deathstar (mb2_deathstar)
    • Closed another map escape bug.
  • Change: Duel Training (mb2_duel_training)
    • Now allows for entering private dueling rooms with anyone regardless of team.
  • Fix: Jakku (mb2_jakku)
    • Updated capture point entity to prevent gameplay changing due to code fixes.
  • Change: Sailbarge (mb2_sailbarge, formerly um_sailbarge)
    • Full authentic significantly updated.

Models

// Message from Penekowski //

Hi guys, second batch of new models/upgrades/fixes are a go! Not only have we added a long requested old republic Sith or the ambitious Director Krennic, but something that our jetpack users will really like, 15 new mandalorians for you all. Worry not, we've left some of the oldies for people that like to stick to the past, changelog below. Don't forget to leave your feedback. Enjoy!
  • Fix: Player Models:
    • Removed Cassian's Parka skin from model to avoid client crashes.
    • Fixed Commander Cody's visor not having RGB
    • Reverted unintended change to low health pain on Chewbacca soundset
    • Slight weighting issues on Jyn Erso's model
    • Stormtrooper Luke has a head again on Deathstar FA
  • Change: Player Models:
    • Gave new textures to Kit fisto as well as facial movement
    • Upgraded Saesee Tiin's model to a new version
    • Upgraded Agen Kolar/Eeth Koth to their new versions
    • Improved Quigon Jinn's textures and gave facial movement
    • Improved Mace Windu's textures, enlarged his lower robe and gave facial movement
    • Restored Quinlan Vos's old soundpack due to popular demand
    • Updated Darth Maul's soundpack
  • New: Player Models:
    • Director Krennic (Commander)
    • The Clone Wars Cin Drallig (Jedi)
    • Videogame costume Cin Drallig (Jedi)
    • The Clone Wars Darth Maul (Sith)
    • Concept Art Darth Nihilus (Sith)
    • The Last Jedi Rey with updated textures for the old variants (Jedi / Hero)
    • The Last Jedi Finn with updated textures for TFA's version (Hero)
  • New: Peneke's pack Mandalorian model. Open mode now uses the new model unless specified otherwise:
    • Jango Fett
    • ESB Boba Fett
    • ROTJ Boba Fett
    • Deathwatch
    • Maul's Deathwatch
    • Wren Clan
    • 5 generic RGB skins
    • Holiday Special Boba Fett
    • 3 skins based on the classic model
    • 3 RGB skins using the classic movie battles model
  • New: Saber Hilts
    • Darth Nihilus's hilt
    • Single variant for the Temple Guard's hilt
    • Added custom saber sounds to 'Skywalker' hilt
  • Fix: Miscellaneous model fixes on many FA maps
  • New: Added A180 pistol to Jyn Erso's model in open
Changed Files ( Manual / Server Downloads ) ( Linux OpenJK server lib )
Code:
-MBII
cgamei386.so
FAMBModels.pk3
jampgamei386.so
mb2_deathstar.pk3
mb2_dotf.pk3
mb2_jakku.pk3
mb2_starkiller_base.pk3
mb2_um_assets3.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
uii386.so
zz_MBModels.pk3
zz_MBModels2.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
 
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StarWarsGeek

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Dodge sounds rather scary now. Youre basically immortal against blaster fire for 3 seconds?
Pretty sure headshots still ignore dodge.

EDIT: Nevermind, I'm wrong. They don't seem to. That does make dodge seem a tad OP.

Melee + dodge 3 + quick throw + dash is hilarious. Melee heroes new meta.
 
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Gargos

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I really like the new dotf so far but before forcing it down our throats, FIX THE DAMN FPS ISSUES. Main is horrible, just one explosion drops it by 30 percent.
 

Hexodious

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Probably 6 or so monitors over 15 or so years of JO/JKA, so doubt its specific monitor thing.

But we can do some things to get a good overall balance later :) now its time to P-P-P-Play!
 

Lessen

pew pew
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Stop running with increase r_gamma please though, it looks like ass on every map.
I feel a little bad for how critical I was of how dotf looks, since it sounds like you did put a bunch of thought into it and are still putting thought into it.

But also: Man, I can't run with Gamma at 1.0 cuz even with my monitor brightness amped up and my room fairly dark, there's all sorts of situations on maps like Deathstar and Lunar Base where my visibility just feels like shit on 1.0 gamma. Mind you I do understand that gamma just clumsily fucks with all the colors and I do dislike that, in theory, but in practice, I need my visibility. Dunno if my monitors all have dynamic contrast or what.

I will say that bumping my monitor brightness up to 100% does help, but it also increases my eye strain especially if my room is dark. :[

Gen area denial mechanic is still in place.

pardon my french but how the fuuuck do you trigger it? It's not a very effective mechanic if people don't know it exists. :[[
 

MaceMadunusus

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But also: Man, I can't run with Gamma at 1.0 cuz even with my monitor brightness amped up and my room fairly dark, there's all sorts of situations on maps like Deathstar and Lunar Base where my visibility just feels like shit on 1.0 gamma. Mind you I do understand that gamma just clumsily fucks with all the colors and I do dislike that, in theory, but in practice, I need my visibility. Dunno if my monitors all have dynamic contrast or what.

Oh I am not arguing that at all on maps like Death Star and Lunar. Those maps are definitely too dark. Old dotf, BOC, kamino are not though.

pardon my french but how the fuuuck do you trigger it? It's not a very effective mechanic if people don't know it exists. :[[

It isn't supposed to be an obvious mechanic. I already saw people figure it out though. Not too hard you may be over thinking it. I don't really want it to be spammed right away so I am not saying what it is.
 

RG4

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Issue with the new DOTF. Near the TR there's tons of these ledges which someone could theoretically hide up on and snipe from or do some wacky Jedi/Sith stuff. But despite having enough room you cannot get up on this. Rectify this.
 

Lessen

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It isn't supposed to be an obvious mechanic. I already saw people figure it out though. Not too hard you may be over thinking it. I don't really want it to be spammed right away so I am not saying what it is.
does it still involve disabling the containment fields on the uhh pillars? Can I say that much? Cuz I've tried attacking them in all sorts of ways, and tried attacking the panel (seemingly the only other interactive element in the room), so now I am out of ideas.

edit: I Know Now. if you wanna know go check Meme Battles lol
 
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reConfigured

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does it still involve disabling the containment fields on the uhh pillars? Can I say that much? Cuz I've tried attacking them in all sorts of ways, and tried attacking the panel (seemingly the only other interactive element in the room), so now I am out of ideas.
yes
 
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And here I was wondering wasn't it about time for an update?

I'll dip my toe in later. Let the cannon fodder fall first to the numerous new bugs that await:)

Age has made me lazier. :p

edit; Or to put it another way.

"I'll pry the nails off the coffin later to check the corpse. :D"

~ Chaos the Chaotic
 

Shalak Que

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im sorry am i just not pro because i play on default gamma and i do just fine spotting enemies
 

Lessen

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im sorry am i just not pro because i play on default gamma and i do just fine spotting enemies
It's not a matter of "just fine," it's a matter of "optimal." cuz im a tryhard. So if you want a question, I would go with: If you turned up your gamma, would you get EVEN BETTER at spotting enemies?

having played with higher gamma and default gamma, when i play default gamma i'm like "this is frustrating, i'm finding it harder to keep track of people."
 
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Great, release the update when I can't play for a week....

From reading the patchnotes: Wook is more fun but nerfed pretty heavily. Dodge seems op as balls now?

And still no EE3 nerf. Not sure what game you guys playing but mine is 50% mandos abusing this broken ass gun while only 5 people in total play wook. Seems unreasonable to me
 

StarWarsGeek

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It's not a matter of "just fine," it's a matter of "optimal." cuz im a tryhard. So if you want a question, I would go with: If you turned up your gamma, would you get EVEN BETTER at spotting enemies?

If you wanted to be super optimal you could also just replace every character texture with a solid bright neon color. I play on default gamma and I've never had trouble spotting/keeping track of enemies basically instantly on 90% of maps, even when people intentionally pick skins that blend in with map textures.

I've tried turning up my gamma before, it didn't help with spotting enemies at all. It just made everything look ugly.
 

Nex

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Not quite sure what Hex, Mace and other ppl are all about with "increasing" gamma but new dotf and current kamino need at least 30% brigthness decrease. It's really difficult to distinguish a player model from tthe enviroment from afar, mainly on dotf. Even if I lower my r_gamma to 0.8 or 0.7 it's still not enough. It doesn't have to do anything with monitors and contrast setup really. All of them have their base settings at 0 in regards of contrast, hue etc. Also, it's not just brigthness; new texture diversification changes the perception. Most maps in mb2 like Kamino, lunar or DS are single color themed, respectively white, grey and white-grey. It's easy to spot anything there in the background.
 

Spaghetti

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So as people might have noticed I have made this available through the launcher. The delay seems to have done its job in reducing contention and day 1 download issues. If my assessment is premature though and it ends up getting bad you can still update manually from the links on the downloads page.

There are updates to the launcher in the pipeline to make it handle things a bit more robustly (for instance, assets not getting corrupted if the application is force killed mid download) but that wasn't quite ready for the new DOTFv2 and all the rest of the goodies in this patch. A staggered release was the compromise.
 

cannonfodder

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i've found so far that on the new dotf, if imp team consists of mostly gunners
its near impossible for rebels to win(i'm assuming because of all the chokepoints), its also Backwack central
 

Gargos

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From reading the patchnotes: Wook is more fun but nerfed pretty heavily.

There is always turn side to the coin. I am yet to test it enough but right now my favorite wook build is "charge & barge" aka taking health 2 and fury 2. Pretty strong combo when you can charge and then make a barge! Especially on sith. Not to forget the rage that builds on making dmg even with caster.

Funniest thing is it is not even worth using caster 2 in any other way but charging it due to such low fire rate. Charge shot fire rate is practically the same except higher dmg.
 
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