V1.4 Update Released!

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V1.4 Update

After many months of work the team is happy to finally release Movie Battles II version 1.4! With the number of changes this is our largest release since V1.1 or V1.2. We have spent time improving Jedi / Sith balance, implementing a new anti-cheat system, adding more server administration tools, polishing existing assets, making gameplay tweaks, and of course bug fixes. We hope the community enjoys this release!

If you encounter update speed issues with the launcher please check alternate options on the downloads page. The launcher will skip downloading any manually installed files. Mac and Linux users will also need to manually update their launcher with the appropriate launcher version on that page.

Know any friends who might be interested in Movie Battles? Jedi Academy is on sale right now from both GOG and Steam, so now would be the perfect time to share.

CHANGELOG (8-5-2016)

General Gameplay
We have made some small gameplay changes with the intention of moderating the power of a couple of some classes, while providing various quality of life changes to other classes’ abilities to promote diversity and dynamicity.

Wookiee
We noticed that wookiees have been almost unstoppable while in Rage Mode, and a large part of this was because of their endless supply of fury, so we’ve toned that down a little bit.
  • Change: Reduced fury gain from damaging enemies while in rage mode by 30%. Reduced fury bonus from killing enemies in rage mode by 35%.

Super Battle Droid
Super Battle Droids have always been a pretty strong class in comparison to their pure simplicity. Rather than toning down some of their upfront damage we decided to instead highlight their weakness at close range. Oh, and apparently one ability did not match up with it’s information tooltip; we’ve fixed that too.
  • Change: Slap damage reduced from 30 to 10.
  • Fix: Blast Armor now reduces melee damage by 20% in addition to 40% explosive damage reduction. Previously did not reduce melee damage despite its class configuration description.

Mandalorian
Mandalorian has always lacked a degree of diversity. A contributing factor to this problem has been their lack of complimenting tools. The Flamethrower was always a tool we wanted to be diverse and work in a multitude of situations, while The Wristblaster sort of fell to the wayside. We’ve implemented a quality of life fix and tinkered with the values of Wristblaster to give Manda some of the diversity it’s lacking.
  • Change: Wrist Blaster no longer has an initial delay before firing. Reduced ammo before overload from 5 to 3 and decreased its regeneration rate from 1 ammo per 3 seconds to 1 ammo per 5 seconds.

Player Movement
For the most part player movement is in a pretty good spot, however there are a few areas that we’ve looked to improve the quality of life of.
  • Change: Crouch now reduces force push/pull displacement by half.
  • Change: Crouch/Dive can now be performed into walls and slopes.
  • Fix: Wallgrab release inducing falling damage even when releasing from a close distance to the ground, when the wallgrab had been initiated from falling off a ledge rather than jumping off of it.

Armour
Damage to armour has been modified to improve consistency.
  • Change: Armour mechanics have been altered so the reduction of location damage modifier always applies if armour remains. Previously the modifier was ignored if the damage received was higher than remaining armour.

Lightsaber System
Jedi versus Sith, Jedi versus Jedi, Sith versus Sith

While many of the core mechanics and basics in Version 1.4 will be the same, or similar to how they’ve always been, there have been changes made to halfswinging, countering, perfect blocking, swing chaining and ACC gains, the return of the formerly defunct nudge mechanic, and the return of the saber clash GFX and SFX for the sake of fluidity. These changes are mostly meant to promote more dynamic, reactive and varying styles of saber on saber combat, increase the overall skillcap of the saber system and address the lack of appealing visuals which previous versions suffered from.
  • New: Yellow style now has a saber vs saber perk. Perfect blocks with yellow drain 1 ACC from attacks.
  • New: Saberists can now continue the swing chain with a halfswing after performing a swing feint (interrupting a swing by pressing reload).
  • New: Can now shut off saber when in nudge by pressing use + reload.
  • New: Nudge has been reintroduced upon saber/saber or saber/body collisions, when not attacking.
  • New: Saber/saber clash SFX and GFX have been reintroduced.
  • New: Perfect block is now called full perfect block. Being full perfect blocked now prevents the continuation of swing chains.
  • New: Semi-perfect block: Similar to full perfect block, but can be performed when attacking, running, walking and rolling (not knocked down or in a getup animation), and only negates BP drain and ACC gain. Does not stop combos nor benefits from any perk such as purple ACC gain on PB or yellow ACC drain on PB. Semi-perfect block triggers yellow flashes on the crosshair and BP bar.
  • New: Being hit by a non-parried saber swing now always triggers a blocking animation from which a half-swing (called "counter") can be performed.
  • New: Half-swings performed from nudges, chain pauses and blocking animations are now of similar speed in all directions and spinning moves no longer occur in these cases. Swings chained in the air are unchanged.
  • New: Counters performed off of a full perfect block are instantaneous and deal 1.2 times BP drain regardless of swing blocking, walking or running.
  • New: Parrying now drains BP depending on which stance is being used with respect to the opponent's. For this feature, Blue/Cyan/Duals count as light styles, Yellow/Staff count as medium styles and Red/Purple count as heavy styles. Parrying against the same weight class or lighter results in 1 BP loss, a weight class one level above 2 BP loss, and a weight class 2 levels above 3 BP loss.
  • New: When reaching/having 0 BP after a parry/cancel-out or after being semi-PBed, it is no longer possible to continue on with the combo.
  • Change: Force lightning now stuns Jedi/Sith equipped with a lightsaber if force focused or too low on FP (relative to FB level).
  • Change: ACC gain is removed from all saber special moves except DFAs (Forward+Jump+Attack).
  • Change: When pausing after a chain during a combo, the saberist now regains the ability to gain ACC for the next chain; a chain being a set of consecutive swings, as opposed to pausing then doing a half-swing; being hit and performing a counter also resets the chain, as does performing a consecutive swing in the air (while not hitting another opponent).
  • Change: Consecutive body hits within a single chain now only drain 0.5x as much BP. Only the first hit of a swing chain drains the normal 1.0x amount.
  • Change: Dual style slapping BP drain reduced from 16 to 8, dual now has the same increase in blocking arc as staff.
  • Change: Slightly reduced purple, staff and dual styles' attacking power. Significantly reduced red style's attacking power. Increased cyan's defensive power.
  • Change: Red BP drain on PB perk removed and given to cyan; cyan BP drain on parry removed. Red stagger on 3rd hit is now a shorter stagger (i.e. the player still cannot block blasterfire or PB swings during the stagger, unlike the flinch feature versus gunners).
  • Change: Saber stagger speeds are now the same in every direction.
  • Change: Walking non-swing blocked saber swings now only deal 1.1 times more BP drain (down from 1.2 times), and running swings only deal 1.0 times more BP drain (down from 1.2 times).
  • Change: Perfect block (full and semi) zones have been made smaller overall.
  • Change: Overall BP drains have been increased by 1.2 times.
  • Change: ACM offsets are now the same for all styles. ACM = ACC - 1 for all styles. One exception has been added regarding ACC loss behavior: Blue/Cyan styles lose 2 ACC instead of 1 when bodyhit by styles other than Blue/Cyan, and when perfect blocked by Yellow. Blue/Cyan still lose only 1 ACC when bodyhit by Blue/Cyan.
  • Change: Slightly reduced the minimum delay between two saber strikes on a single opponent for blue style (other styles are unchanged).
  • Change: Blue style's swing chaining capacity is now 2 swings instead of 8.
  • Fix: Blue style's diagonal bouncing animations now work correctly.
  • Removed: Direction restrictions for chaining swing combos have been lifted for all styles.

Jedi/Sith versus Gunners
There are also a good number of changes to the way saberists and gunners interact, with a few value changes and the addition of a new ‘Flinch’ mechanic. We wanted Jedi and Sith to really commit to a close quarters fight and to punish them for misplaying, and to reward gunners more for consistently hitting shots and dealing damage.
  • New: Jedi/Sith now have a universal 20% damage reduction in addition to the 0.75x when blocking. Does not apply when swing-blocking.
  • New: Saber-out melee moves like slap and jump kick are now stopped and cause a stagger when shot by a projectile from very close range.
  • New: Flinch: Flinches are short directional staggers during which it is possible to use saber melee moves or block blaster fire if not pressing attack. Flinches now occur when a player who is not swing blocking gets shot by an opponent at very close range.
  • New: When a projectile hits a lightsaber, it will trigger a block from the saberist if the shot was going to hit his body or pass very close to his body, both when not attacking or when swing blocking; otherwise it will pass through the lightsaber.
  • Change: While meditating force sense level 3 no longer has an activation cost and does not impede FP regeneration.
  • Change: Base saber deflection arc increased to 180°.
  • Change: Medium style point costs changed from 6/8/6 to 8/2/4.
  • Change: Purple style swing damage reduced from 440 to 320, red style swing damage reduced from 600 to 450.
  • Change: Automatic blocking saber animations upon incoming projectiles now occur at all ranges, only when actually deflecting projectiles and not when projectiles pass close by, and they lead to half-swings similar to the nudging ones (no more instantaneous swings).
  • Removed: All saber vs gun stance perks have been removed, with the exception of duals and staff which now both have an increased deflection arc. (Red style damage reduction, purple style FP damage reduction, cyan style acrobatics not requiring FP, blue style blocking blaster shots while performing jump kick with saber out, duals reduced FP cost of force powers and staff increased FP regeneration out of combat).

User Interface
We’re always looking to improve on the usability of the current UI, and while the idea of a new UI sounded fantastic the time was really against us. That didn’t stop us from improving on what we did have though.
  • New: Enabled usability hint icon. This appears when something can be interacted with using the Use key. Previously disabled feature from single player.
  • New: Droideka power management can now be toggled by using Class Special 2 in addition to Weapon Mode.
  • Change: New automatic demo record icon.
  • Fix: Open mode lightsaber hilts are now listed in alphabetical order.

Effects

We have hit the engine limit for number of .efx files loaded on a few of the larger maps which means some things, like Droideka Blaster fire could disappear. This has been fixed by doing cleanup of the effects files. For those with custom FA's you can see the list of changed file paths below.
  • New: Added several FX files with additional color variants of existing.
  • Change: Passthrough Deflect color is now orange instead of yellow to better differentiate it between a normal deflect.
  • Change: All FX have had their physics calculations reduced. You should see some performance gains, particularity if you are using Enhanced EFX.
  • Change: Updated dozens of FA character configurations to account for merging of files.
  • Fix: FX files have been merged and reorganized to reduce duplicates and have a more clear structure. Even after additions mentioned above, 84 FX files and 37 folders have been removed.
  • Fix: Freeing of many basejka FX for use again in things like Full Authentic as our FX no longer overwrite base files.
Effect File Changes
blaster/Deflect_Passthrough -> Removed Smoke and changed color to orange.
blaster/wall_impact -> blaster/Impact_Wall01
blaster/wall_impact_enhanced2 -> blaster/Impact_Wall01_E
blaster/droid_impact -> blaster/Impact_Droid
blaster/flesh_impact -> blaster/Impact_Flesh
blaster/muzzle_flash -> blaster/MuzzleFlash01R
blaster/shot -> blaster/Shot01R

bryar/muzzle_flash -> blaster/MuzzleFlash01R
bryar/shot -> blaster/Shot02R
bryar/deflect -> blaster/Deflect
bryar/flesh_impact -> blaster/Impact_Flesh
bryar/lvl3_shot -> blaster/Shot03R
bryar/crackleShot -> blaster/Shot04R
bryar/wall_impact -> Blaster/Impact_Wall01
bryar/wall_impact_Enhanced2 -> Blaster/Impact_Wall01_E
bryar/wall_impact2 -> Deleted
bryar/wall_impact2_enhanced2 -> Deleted
bryar/npcshot -> Deleted
bryar/altmuzzle_flash -> Deleted
bryar/wall_impact3 -> Blaster/Impact_Wall01R
bryar/wall_impact3_Enhanced2 -> Blaster/Impact_Wall01R_E

bowcaster/shot -> blaster/Shot05R
bowcaster/wall_impact -> blaster/Impact_Wall01
bowcaster/wall_impact_enhanced2 -> blaster/Impact_Wall01_E
bowcaster/deflect -> blaster/Deflect
bowcaster/flesh_impact -> blaster/Impact_Flesh

briar_pistol -> deleted folder
clone_westars - > deleted folder
darkconc -> deleted folder

darts/p_dart -> Darts/Trail_P
darts/t_dart -> Darts/Trail_T

dc-15s/shot -> Blaster/Shot02B
dc-15s/muzzle_flash -> Blaster/MuzzleFlash01B
dc-15s/altmuzzle_flash -> deleted
dc-15s/flesh_impact -> Blaster/Impact_Flesh
dc-15s/wall_impact -> Blaster/Impact_Wall01B

dc17m -> deleted folder
dc-17ms -> deleted folder

demp2/muzzle_flash -> Blaster/MuzzleFlash01B
dempt/projectile -> Blaster/Shot06B
demp2/flesh_impact -> Blaster/Impact_Flesh
demp2/deflect -> Blaster/Deflect
demp2/wall_bounce -> Blaster/Bounce01B
demp2/wall_bounce_Enhanced2 -> Blaster/Bounce01B_E
demp2/wall_impact -> Blaster/Impact_Wall01B
demp2/wall_impact_enhanced2 -> Blaster/Impact_Wall01B_E

Disruptor/Deflect -> Blaster/Deflect

ee3/blaster_shot -> Blaster/Shot07R
ee3/flesh_impact -> Blaster/Impact_Flesh
ee3/sniper_shot -> Blaster/Shot08R
ee3/wall_impact -> Blaster/Impact_Wall01
ee3/wrist_shot -> Blaster/Shot09Y

electrostaff -> deleted folder
geocan_dc-17 -> deleted folder

golancr1/muzzle_flash -> Blaster/MuzzleFlash01R
golancr1/shot -> Blaster/Shot10R

greenblaster/crackleshot -> Blaster/Shot04G
greenblaster/flesh_impact -> Blaster/Impact_Flesh
greenblaster/muzzle_charge -> Blaster/MuzzleCharge01G
greenblaster/muzzle_flash -> Blaster/MuzzleFlash01G
greenblaster/pistol_shot -> Blaster/Shot11G
greenblaster/pistol3_shot -> Blaster/Shot03G
greenblaster/rifle_shot -> Blaster/Shot02G
greenblaster/shot -> Blaster/Shot02G
greenblaster/wall_impact -> Blaster/Impact_Wall01

kejjdh17 -> deleted folder

repeater/altmuzzle_flash -> Blaster/MuzzleFlash02B
repeater/deflect -> Blaster/Deflect
repeater/droid_impact -> Blaster/Impact_Droid
repeater/flesh_impact -> Blaster/Impact_Flesh
repeater/muzzle_flash -> Blaster/MuzzleFlash01B
repeater/projectile -> Blaster/Shot01B
repeater/wall_impact -> Blaster/Impact_Wall01
repeater/wall_impact_enhanced2 -> Blaster/Impact_Wall02_E

t21/flesh_impact -> Blaster/Impact_Flesh
t21/wall_impact -> Blaster/Impact_Wall01

T-21/flesh_impact -> Blaster/Impact_Flesh
T-21/shot -> Blaster/Shot12R
T-21/wall_impact -> Blaster/Impact_Wall03

vehicles/droideka/droideka_blasterhit -> Blaster/Impact_Wall03
vehicles/droideka/droideka_blasterhit_enhanced2 -> Blaster/Impact_Wall03_E

westarm5/altmuzzle_flash -> Blaster/MuzzleFlash01B
westarm5/muzzle_flash -> Blaster/MuzzleFlash01B

yellowblaster/altmuzzle_flash -> Blaster/MuzzleFlash01Y
yellowblaster/crackleshot -> Blaster/Shot04Y
yellowblaster/flesh_impact -> Blaster/Impact_Flesh
yellowblaster/muzzle_flash -> Blaster/MuzzleFlash01Y
yellowblaster/pistol_shot -> Blaster/Shot02Y
yellowblaster/pistol3_shot -> Blaster/Shot02Y
yellowblaster/wall_impact -> Blaster/Impact_Wall01Y

pulserocket/explosion -> Rockets/ExplosionPulse
pulserocket/explosion_enhanced2 -> Rockets/ExplosionPulse_E
pulserocket/muzzle_flash -> Rockets/MuzzleFlashPulse
pulserocket/shot -> Rockets/MissilePulse

rocket/shot -> Rockets/Missile

blood/spat_big -> Gore/spat_big
blood/spat_pool -> Gore/spat_pool

gore/spat/spat_big_oil -> Gore/spat_big_oil
gore/spat/spat_big_red -> Gore/spat_big_red
gore/spat/spat_big_yellowgreen -> Gore/spat_big_yellowgreen
gore/spat/spat_pool_oil -> Gore/spat_pool_oil
gore/spat/spat_pool_red -> Gore/spat_pool_red
gore/spat/spat_pool_yellowgreen -> Gore/spat_pool_yellowgreen

conc/shot -> Grenades/GlowConcS
conc/shot2 -> Grenades/GlowConcB
conc/conc -> Grenade/EXP_Conc
conc/conc_enhanced2 -> Grenade/EXP_Conc

firegrenade/shot -> Grenades/GlowFireS
firegrenade/shot2 -> Grenades/GlowFireB

sonicgrenade/shot -> Grenades/GlowSonicS
sonicgrenade/shot2 -> Grenades/GlowSonicB
sonicgrenade/sonic -> Grenades/EXP_Sonic

thermal/shot -> Grenades/GlowFragS
thermal/shot2 -> Grenades/GlowFragB
thermal/realshot -> Grenades/GlowThermalS
thermal/realshot2 -> Grenades/GlowThermalB
thermal/shockwave -> Grenades/EXP_Shockwave
thermal/realthermal -> Grenades/EXP_Thermal
thermal/realthermal_enhanced2 -> Grenades/EXP_Thermal_E

tripmine/shot -> Grenades/GlowEMPS
tripmine/shot2 -> Grenades/GlowEMPB

turret/wall_impact_enhanced2 -> Blaster/Impact_Wall01_E

repeater/concussion -> Blobs/Concussion
repeater/ionblast -> Blobs/IonBlast

forcepowers/inv_wave -> force/inv_wave

vehicles/droideka/death -> Droideka/Death
vehicles/droideka/droideka_blasterhit -> Blaster/Impact_Wall03
vehicles/droideka/droideka_blasterhit_enhanced2 -> Blaster/Impact_Wall03_E
vehicles/droideka/droideka_blastermuzzleflash -> Droideka/MuzzleFlash
vehicles/droideka/droideka_blastershot -> Droideka/Shot
vehicles/droideka/shockwave -> Droideka/Shockwave
vehicles/droideka/sprite -> Droideka/Sprite
deka_shield_impact -> Droideka/ShieldImpact

Models
There will be a few brand new models available for the player to choose from in open mode, as well as a variety of changes to already existing models. And some mode specific fixes that only a few people will actually care about. Props to The_Unguided for his work on the mass model merge.
  • New: Endor Leia, TFA Luke, TFA Han, Poe Dameron, Finn, Kylo Ren, 41st division Clone, Captain Rex ARC, General Veers, and Emperor Palpatine added to Open Mode.
  • New: F-11D weapon model replacement for TFA Stormtroopers in Open Mode.
  • Change: Moved default RotS Anakin to Jedi. Replaced robed RotS Anakin on Sith with Toshi's hooded model. Split and reorganized soundsets into light and dark side versions.
  • Change: Updated TFA Stormtrooper, ATST Pilot, Darth Maul, Vitez's combined clone model, and Palpatine.
  • Change: Replaced Kylo Ren hilt with new and improved original model by Plasma.
  • Change: Improved Open Mode performance by merging identical models (clonetrooper_ab/rgb > clonetrooper/airborn_rgb, cloneultcom/default > clonetrooper/commander, ailyn_vel/default > gwethenea/ailyn_vel).
  • Fix: Merged Circa's fix for base lightsaber hilt hand placement. (More information here: https://jkhub.org/files/file/2201-fixed-saber-hilts)
  • Fix: Old Ben's robes are no longer semi-transparent.
  • Fix: Improved Full Authentic performance and efficiency by fixing shaders, replacing clones with combined models and merging identical GLM's (Official/MGM/CMP/uM).
ARC TROOPER
-ADDED
clonetrooper/rex_rgb

BOUNTY HUNTER
-SOFT MERGED
ailyn_vel/default > gwethenea/ailyn_vel

CLONE
-MERGED
clonetrooper_ab/rgb > clonetrooper/airborne_rgb
cloneultcom/default > clonetrooper/commando

-ADDED
clonetrooper/41_rgb

HERO
-ADDED
finn/default
han_tfa/default
leia_endor/default
poe/default
poe/helmet
poe/resistance

JEDI
-ADDED
luke_tfa/default
luke_tfa/robe
luke_tfa/hood

-MOVED < Sith
anakin/default

SITH
-ADDED
kylo_ren/default
kylo_ren/nomask
palpatine/emperor

-REPLACED
anakin/sith_robed > anakin2/srobehup

-MOVED > Jedi
anakin/default

ELITE TROOPER (EVIL)
-ADDED
imperial_army/veers

SOLDIER (EVIL)
-REPLACED
atst_pilot/default > imperial_army/atst

Official Maps
The changes to the maps this time around have been small, and aimed at preventing certain scenarios, or improving the flow of the map on either side, as well as the usual optimization changes that wouldn’t be noticeable to anyone else.
  • mb2_alderaan
    • Cleaned up the PK3. No gameplay / visual changes.
  • mb2_deathstar
    • Change: Rebel spawns also move if the control room is reached (alternative to completing tractor beam objective).
    • Change: Saved a few entities around objective by using scripts.
    • Change: Garbage compactor deactivation is now in the same location as the Imperial activation hack.
    • Change: Control room window can be remotely hacked open by Rebels via old garbage compactor deactivation location. Intended to reduce the viability of the easiest Imperial defense.
    • Fix: Garbage compactor chute is harder to camp.
  • mb2_echobase
    • New: Added ambient sound to Infirmary.
    • Change: Rebels may no longer destroy the backway. This prevents defenders from camping Secondary Storage too early or weakening their own defense.
    • Change: Redesigned T-Junction to improve gameplay around main route. The area is now less of a choke point.
    • Change: Redesigned route from T-Junction to Command Center to reduce defender advantage.
    • Change: Improved visuals around T-Junction and mixed in new box texture set throughout the map.
  • mb2_kamino
    • Change: Locked secondary route to objective until science lab doors are opened.
    • Fix: Full Authentic mode models.
  • mb2_lunarbase
    • New: Round limit ending cutscenes based on overall winner.
    • Change: Slightly reduced height of a few boxes near choke points to increase SBD vulnerability.
  • mb2_theed
    • Change: Minor visual improvement and optimization.
Unofficial Maps
Most FAs were slightly updated to maintain compatbility with this release. Unless otherwise noted there are no gameplay changes.
  • um_downfall
    • Fix: Fisticuffs class is no longer based on a Wookiee. This allows the use of force jump again. Class now has Heavy Melee instead of Strength to retain melee damage.
    • Fix: Force class no longer has force repulse.
  • um_prisonraid
    • Fix: Keldor class now cannot use overpowered dual pistol fire.
  • um_ragnosbattle
    • Fix: Lightsaber wielding classes have BP again.
  • um_sniperlabs
    • Change: Spawn camping Rebels is now even more difficult.
    • Fix: Removed emplaced guns to avoid effects glitching.
Server Administration
Here are a couple of requested tools that will hopefully better aid in general server administration, as well as a general fix that we know has been bugging server admins for a while.
  • New Mute/Unmute: Mutes a certain player for a set amount of minutes.
  • New: SetTK: Sets TK points of a certain player.
  • New: Shuffle: Reshuffles all players according to their scores, and locks them in their team for an amount of time defined in a g_ cvar. Can be used by an admin by typing /smod shuffle.
  • New: Auto-balance: A new server side option that locks joining teams with too great of a numerical advantage.
  • New: Server setting g_spectateTeamOnly defines if players are able to spectate other players from the enemy team.
  • Fix: You can now force team to opposite team, or force team from spec into either team.

Engine
Version 1.4 will introduce an update to our MBII OpenJK compile across all platforms, which will hopefully provide better stability on newer and older machines, and a new cheat detection and prevention system that will roll out with the launcher update.
  • New: Anti-cheat System: This build we will be introducing new anti-cheat detection and prevention measures to ensure players have a consistent experience against fellow players. MBII will now require the launcher be active in the background to join servers that enforce anti-cheat (default setting). Servers running anti-cheat will display a shield icon in the server list. Mac OS X and Linux are excluded from this requirement.
  • Change: Increased minimum intermission time from 10 to 15 seconds if all players have not signaled ready. This allows for more creative frag / round limit cutscenes. The intermission will still end immediately if all players signal ready.
  • Change: Updated MBII client across all platforms with recent OpenJK code.
  • New: Client crash logger: In addition to servers, debugging information for any clientside crashes should be saved to GameData. Please upload these when reporting crashes.

Misc. Fixes
And these are the miscellaneous fixes that really don’t fit anywhere else, but are just as important...
  • NPCs now use correct idle animation while holding weapons.
  • NPCs now correctly behave when given orders through Icarus on Linux servers.
  • Mitigated client error MAX_GAMESTATE_CHARS. Server setting sv_pure will no longer work.
  • Multiple server crash fixes.

Documentation
The MBII Readme in GameData has been updated with some new features targeted at server management.
  • Integrated Puppytine's SMOD calculator into the server install section.
  • Added a new section displaying the recommended default server configuration.

Changed Files ( Downloads page ) ( Linux OpenJK server lib ) ( ARM OpenJK build )
Code:
--MBII
01_MovieGameMappack.pk3
02_MovieGameMappack.pk3
03_MovieGameMappack.pk3
031_MovieGameMappack.pk3
cgamei386.so
FAMBModels.pk3
jampgamei386.so
MB_Effects.pk3
mb2_cmp_assets.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_alderaan.pk3
mb2_deathstar.pk3
mb2_echobase.pk3
mb2_kamino.pk3
mb2_lunarbase.pk3
mb2_theed.pk3
mb2_um_assets.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII Credits.pdf
MBII Maps-Models Credits.txt
MBII Readme.html
MBII.pk3
MBII_Mac.pk3
uii386.so
z_MB_BaseAssets.pk3
zz_MBModels.pk3
zz_MBModels2.pk3
--GameData
mbii.x86.exe
mbiided.x86.exe
rd-vanilla-mbii_x86.dll
SDL2.dll

Changelog Legend
New - New feature or addition to the game.
Changed - Changes to the game.
Fix - Bug fix.
Remove - Removed feature.
Feature - New feature name
 
Last edited:
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Another build which focused on sabering changes only to be called shit by a lot of people. It's just so funny that every new saber system gets called the worst shit, but next update, people say it's even worse. I seriously can't imagine just how bad the saber system at the moment is, because apparently its quality just keeps dropping and dropping, and it was already the "worst" when I started playing.

Real talk, as I remember the only build which got kind of positive feedback when it came out was v1.0 (following since v0, before that idk). When I was reading the feedback of v1.0. I was like, cool, then finally something else could get real updates besides sabering, but no, after that came 1.1 which replaced the PB system iirc. Sabering is secondary for me in this game, but I must admit, 1.1 even affected me and felt totally unnecessary as the people seemed to love 1.0 from the start. After 1.1...meh. Imo 1.4 sabering is far better than 1.3 from many aspects anyway. Only thing I don't like in 1.4 is yellow's duel perk.

What I would like to see is that saber system stops getting updated, and we would get even more stuff for open, or more maps, more crazy FA features/maps. For example features like wookie fury, it was amazing when it came out (and was way more op lol). Or new grenades, weapons. Maybe some class overhaul, let's say for SBD (people talked about that in other threads).

Yes, I know, we still get open features, like flinch now, but I feel there could be way more stuff for open if the devs neglected the saber system for once. Come on, it's so unforgiving to make any saber changes, people will just come and spout shit with no respect for the devs whatsoever, claiming that it just got worse. Everyone wins, people keep their loved saber system, and devs are saved from some bitching. (actually from a lot of bitching and rage talk)
 

Plasma

Movie Battles II Team Retired
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What I would like to see is that saber system stops getting updated, and we would get even more stuff for open, or more maps, more crazy FA features/maps. For example features like wookie fury, it was amazing when it came out (and was way more op lol). Or new grenades, weapons. Maybe some class overhaul, let's say for SBD (people talked about that in other threads).

Yes, I know, we still get open features, like flinch now, but I feel there could be way more stuff for open if the devs neglected the saber system for once. Come on, it's so unforgiving to make any saber changes, people will just come and spout shit with no respect for the devs whatsoever, claiming that it just got worse. Everyone wins, people keep their loved saber system, and devs are saved from some bitching. (actually from a lot of bitching and rage talk)
Not every coder is working on that saber system and the work done on it doesn't really have too much to do with no new maps being in this one either. Though I can see your point we're at 1.4 and sooner or later the saber system has to be at a point where it's done it shouldn't be overhauled all the time.
 
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People mad because they can't combo spam their little black hearts out.:)

From a realistic stand point - makes sense. You block an attack, there is some rebound - not the traditional let me bounce off 3 quick attacks after my sword struck urs:)

On the other, the pb blocking mechanics still suck.

Still prefer the more visceral saber vs saber pre-1.3 blocking. That's a decade of blocking goodness that very few complained about.
Except of course the fanboy duelists with accents:)

Racism!
 

SeV

Nerd
Internal Beta Team
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Not every coder is working on that saber system and the work done on it doesn't really have too much to do with no new maps being in this one either. Though I can see your point we're at 1.4 and sooner or later the saber system has to be at a point where it's done it shouldn't be overhauled all the time.

Yes, and I doubt 1.4 system will get overhauled. It shouldn't be overhauled anyways, just minor changes at this point. The reason why the saber system got overhauled in 1.4 was because 1.3 was boring and shit :))
 
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kzvzfx5c6fpoofkkhqgl.gif

Great job guys, don't get cocky.

I'll definitely try out the new release this week, the removal of that purple FP drain perk is especially tantalising.
 
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Even if ascot is kinda piss off and use not enought diplomacy im agree with him.
Yea we have the choice beetween many class but since now 2008 i only play with saber, i never like gun in a SW game cause i don't like the feeling of non balistic weapon.
So yes i could play other thing than saber duel but i won't enjoy the game. so i don't. and im sad, caus i miss my game.
And its so sad to see dat the dev team get everything else right, except the one thing i do care about :/ bad luck for me

Btw , yes jeob you are correct sir, every patch its worst for the saber system and its now under the sea when u compar to older build.
But please , dev team, for the next patch, take the new saber system out go back to 1.3 and stick it there for eternity and focus to evreything else. I prefer eat grass over shit
 
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Mine just doesn't seem to be working properly. I double click on the MBII launcher, it says a new version is available to download. I download it, it downloads, I contemplate life for 15 mins, it does the please restart the MBII launcher, but when I reopen it, I'm back at square 1 with the whole a new version is available to download.

AM I DOING SOMETHING WRONG? ;_;
 

Lessen

pew pew
Movie Battles II Team
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995
Have you tried burning all your files and starting fresh, cuz, that's worth a shot
 
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Good job! New update!
I came to terms with the fact that I didn't like new saber system and I never will. So I decided to stick to gunner as I used to in the past. But no, with the new aiming issues you can't even aim normally. I don't know if it is a bug or what. So no more jedi/sith for me on duel servers, no gunner in open mode, what am I supposed to play now? A spectator? That is why I decided to post this.

Don't instruct us, that we should adapt to the new system. Don't say that we can't judge it because: "Och it's a new system, and you played it for two days only, so you know nothing about it haha". In fact, if you played previous saber builds, read changelog and played beta, then you know how the new system works after an hour of playing, and you KNOW THAT YOU WON'T LIKE IT in the future no matter what. Don't post stupid gif's here, you didn't listen to the feedback on beta. You do whatever you like because you are the mighty devs and we, the community can't do anything about it. Posts like "adapt or leave" show that this saber system was made by and for a specific group of people within mb2 community. If saber systems used to be better in the past, V.1, V0, maybe earlier, then revert it to it's previous state, what's the problem? Aaaach you have to develop the game... so:

1. You changed classic spam to nugde spam. You would tell me: Block spam with pblock, it stops the combo, YAY! I say: Try to pblock duals, staff, good luck.
2. You would say: Use nudge to your advantage! I say: Why would I want to do a mindless spam that requires no more combo practice?
3. You would say: Play defensively! Use counters to your advantage! I say: Why? I don't want to be in defence all the time :| What's more, look at point 1.
4. You would say: If you don't like it you nub, then leave, noone will cry after one sad guy who don't like our ideas!. I say: 1+1+1+...= mb2 community, and I think it's not that numerous that you can afford to lose people now. Who will you play with? xD

I bet someone put some work in new saber system and I respect that, but really, if you know anything about product development, you know that sticking to only one idea, only because you already started working on it, and you feel you don't want to lose your effort is a simple way to failure. Without consulting it with the people who are your target, you can't create anything that will suit their demands. Or maybe you weren't trying at all??? Maybe you just do whatever you want and the fact that others will use your product is only a nice side effect?

To the people who say that saber combat is not that important: It is very important, it's the reason why big part of mb2 community plays this game, and not SW Battlefront for example.

When it comes to open mode changes, I like them. Except the fact that aiming is screwed up huh?

Again everything was explained in this thread 1.4 Open Beta Dueling Feedback . From that thread you can learn that first I was against changes, then I changed my mind and hoped that 1.4 would be a good change. Now I know I must have eaten something addle...
 
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Good job! New update!
I came to terms with the fact that I didn't like new saber system and I never will. So I decided to stick to gunner as I used to in the past. But no, with the new aiming issues you can't even aim normally. I don't know if it is a bug or what. So no more jedi/sith for me on duel servers, no gunner in open mode, what am I supposed to play now? A spectator? That is why I decided to post this.

Don't instruct us, that we should adapt to the new system. Don't say that we can't judge it because: "Och it's a new system, and you played it for two days only, so you know nothing about it haha". In fact, if you played previous saber builds, read changelog and played beta, then you know how the new system works after an hour of playing, and you KNOW THAT YOU WON'T LIKE IT in the future no matter what. Don't post stupid gif's here, you didn't listen to the feedback on beta. You do whatever you like because you are the mighty devs and we, the community can't do anything about it. Posts like "adapt or leave" show that this saber system was made by and for a specific group of people within mb2 community. If saber systems used to be better in the past, V.1, V0, maybe earlier, then revert it to it's previous state, what's the problem? Aaaach you have to develop the game... so:

1. You changed classic spam to nugde spam. You would tell me: Block spam with pblock, it stops the combo, YAY! I say: Try to pblock duals, staff, good luck.
2. You would say: Use nudge to your advantage! I say: Why would I want to do a mindless spam that requires no more combo practice?
3. You would say: Play defensively! Use counters to your advantage! I say: Why? I don't want to be in defence all the time :| What's more, look at point 1.
4. You would say: If you don't like it you nub, then leave, noone will cry after one sad guy who don't like our ideas!. I say: 1+1+1+...= mb2 community, and I think it's not that numerous that you can afford to lose people now. Who will you play with? xD

I bet someone put some work in new saber system and I respect that, but really, if you know anything about product development, you know that sticking to only one idea, only because you already started working on it, and you feel you don't want to lose your effort is a simple way to failure. Without consulting it with the people who are your target, you can't create anything that will suit their demands. Or maybe you weren't trying at all??? Maybe you just do whatever you want and the fact that others will use your product is only a nice side effect?

To the people who say that saber combat is not that important: It is very important, it's the reason why big part of mb2 community plays this game, and not SW Battlefront for example.

When it comes to open mode changes, I like them. Except the fact that aiming is screwed up huh?

Again everything was explained in this thread 1.4 Open Beta Dueling Feedback . From that thread you can learn that first I was against changes, then I changed my mind and hoped that 1.4 would be a good change. Now I know I must have eaten something addle...
uhhhh thanks I guess? lmao
 
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Ok I got 1.4 working after reinstalling... but now it keeps kicking me out of games telling me to play via the launcher and keep it running... even though I'm starting it via launcher...
ಠ_ಠ
 
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Taking two days to judge a new patch seems immature at best. Keep playing!!!! The information you acquired through the last few builds WILL transfer over. I'd like to restate that my initial opinion of 1.4 is positive, but will of course be keeping an eye out for problems like a community member should. Try supplying real/factual evidence of issues for feedback. Immature bantering is the most wrong way to approach this. Endless rants and bashing does not equate to balance changes.

I'm not an expert duelist, and have never claimed being better than average, but what I know for certain is that duels have become more fun for ME. Having an intense duel for an entire round is one of the most enjoyable things mb2 has to offer. Reviving the nudge is taking a lot of heat, but in a few weeks I'm sure that will all go away when all who are complaining learn to adjust.
 
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I refuse to be diplomatic considering a good portion of the community gave the devs the feed back they wanted. Most games leave an open beta for at least a week period, something the devs should've done so everyone could've had enough time to play around with the update and decide if they really like it. Instead it was, like, two days? The devs basically ignored feed back and decided to do what they wanted and now seem surprised how harsh the criticism is. Meanwhile you have people that were never good with sabers to begin with who call anyone who says the system is gimped up children because now this system favors their method of playing. How do they even play? I don't know. Apparently the current norm is to spam yellow, and dual side spam. The game holds your hands now with seemingly increased pblocks and half-blocks I got without even trying to do either, which ruins combos (and people want to claim that's realistic right? If you're stupid enough to sit there and take it, your opponent would just bash your defenses in. If you want realism in this game then you also wouldn't die losing a limb, shrapnel would be a thing, and so forth.) Also apparently this update screwed us over because... Gunners got confused on saber styles? What? So basically this system was made so a gunner can get cheap kills? I've seen gunners be effective against force users more than on a rare occasion. SO now this update also basically tells gunners that they're all children who needs hand holding, instead of learning to play the game and get good. Out of all the saber updates this is the worst because the other updates only required a bit of adaption, maybe a refinement of fighting style, and you could carry over skill from previous builds and still hold yourself because regardless of the change you could still rely on your skill and what you've learnt from experience to be alright.

This update does not allow that. It basically PUNISHES experienced duelists.

And that is why so many people are pissed. Maybe next time you devs will listen before pushing out a terrible release and then trying to justify it when clearly the community, your player-base, does not CARE for your bad reasoning.

Also keep in mind that experienced duelists such as Kael and basically half of GAR agree this update is trash. Keep in mind the randoms and even well known people ive encountered have agreed this update is trash. Your loyal veteran database agrees its trash.
 

Preston

Nerd
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653
I refuse to be diplomatic considering a good portion of the community gave the devs the feed back they wanted. Most games leave an open beta for at least a week period, something the devs should've done so everyone could've had enough time to play around with the update and decide if they really like it. Instead it was, like, two days? The devs basically ignored feed back and decided to do what they wanted and now seem surprised how harsh the criticism is. Meanwhile you have people that were never good with sabers to begin with who call anyone who says the system is gimped up children because now this system favors their method of playing. How do they even play? I don't know. Apparently the current norm is to spam yellow, and dual side spam. The game holds your hands now with seemingly increased pblocks and half-blocks I got without even trying to do either, which ruins combos (and people want to claim that's realistic right? If you're stupid enough to sit there and take it, your opponent would just bash your defenses in. If you want realism in this game then you also wouldn't die losing a limb, shrapnel would be a thing, and so forth.) Also apparently this update screwed us over because... Gunners got confused on saber styles? What? So basically this system was made so a gunner can get cheap kills? I've seen gunners be effective against force users more than on a rare occasion. SO now this update also basically tells gunners that they're all children who needs hand holding, instead of learning to play the game and get good. Out of all the saber updates this is the worst because the other updates only required a bit of adaption, maybe a refinement of fighting style, and you could carry over skill from previous builds and still hold yourself because regardless of the change you could still rely on your skill and what you've learnt from experience to be alright.

This update does not allow that. It basically PUNISHES experienced duelists.

And that is why so many people are pissed. Maybe next time you devs will listen before pushing out a terrible release and then trying to justify it when clearly the community, your player-base, does not CARE for your bad reasoning.

Also keep in mind that experienced duelists such as Kael and basically half of GAR agree this update is trash. Keep in mind the randoms and even well known people ive encountered have agreed this update is trash. Your loyal veteran database agrees its trash.
Please don't mention gar in a serious conversation
 
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