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View Full Version : Change Log of Ace's Beta Versions



Wedge_Antilles
15-02-10, 14:24
In the old Forum, changelogs for each beta were viewable. But now they are gone. If anyone saved them or knows a possibilty where to get them do it and post it here.

sgtnoobkilla
22-02-10, 08:23
im capped atm so i cant upload the file.

i do have it copied though, so here it is (or most of it that is)

/ C H A N G E L O G \
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Beta 1:

-Fixed the problem with saving in NM as a Col or higher. It should work fine now (needs testing).
-Introduced a temporary fix for the Shiva bug thanks to Psychomedic. Looking into a more permanent fix, i think i might have it soon.
-Reduced Fracture's duration from 20 minutes to 10 minutes.
-Reduced Necrotroph's duration from 20 minutes to 10 minutes.
-K-9's now have a single inventory slot. Can carry an item but cannot use it.
-Chain Explosives now come with 3 charges instead of two in order to make them viable over clays.
-Agents damage type changed to Creature type damage and their feedback reduced from 48 to 36 per hit.
-Golf Companies Claymores can now be attacked like any ordinary unit (if you detect them that is).
-Removed Snipers from LC entirely. MM's are still present however.
-Rifle Grenade skill buffed from 800/1100/1400/1700/2000 to 1300/1550/1800/2050/2300 (forgot to change the tooltip though).
-Buffed Assaultman's base energy regen.
-Increased the Assaultman's base intel from 6 to 7.
-Increased the Flamethrower's movement speed by 5.
-Increased the Machine Gunner's movement speed by 5.
-Increased the Flamethrower's range by 50.
-Increased the Assaultman's range by 25.
-Removed Heavy Carapace type armor from all parasites and made them standard Carapace.
-Increased the chances of getting rid of Necro and Venatrum when using an AV item from 33% to 50%.

Beta 2:

-Clear cmd added (-clear)
-Fixed Rifle Grenade tooltip
-Fixed version number
-Slight garg damage reduction

Beta 3:

-Predator MQ3 removed from the random pool. If you want the pred, you'll need to choose him.
-AP, MG, SAM-R and M-29 crit changed so that their crits (and only their crits) cannot miss. Not a very big issue for most classes since the overlap with a crit and an evasion procing will be minimal, but was necessary for the two following changes.
-Combat Engineer Crit ability fixed, it does not miss on attacks if it has the skill learned. Also gave the ability to not miss a tooltip in the CE actions (Wide Dispersion). This ability stacks perfectly fine with Critical Strike and the attack splash (as opposed to what the old ability would of done, had it worked).
-MBS lvl 1 now grants the passive ability, Precision Aiming. When acquired, the MM will not miss it's targets. Stacks fine with both Critical Strike and the attack splash.
-Marksman MBS scaling redone, now does not have -MS values at lvl 1 and 2, it increases by +3% MS/AS per lvl. The lvl 5 is still +15%, all that has been changed is the scaling. However, i am considering undoing this change in light of the previous change, i have to test it out still.
-Rifle Grenade mana cost set to 30 at all levels.
-More Tooltip fixes.

Beta 4

-Tried out what Kyu suggested and removed the Latency check, in case that is the cause of the early fatals for players on pvpng servers.
-Took away the No-Miss ability for both the MM and the CE due to conflict with their attack splash and Critical Strike.
-Mini FT Flame Burst ability mana cost decreased from 40 mana to 30 mana. This should allow the minis to do a little bit more than shoot a bit, burst twice then twiddle their thumbs for the next 5 minutes waiting for their mana to come back.
-Slightly lowered Thanatos' attack buffer range. This means that a unit has to travel a bit less in order to evade his attack. This should help out slower classes to run from thana a bit.
Increased Field Light truesight range a bit in order to help identify and react to invis units.
-Fixed a problem with diablo chance to spawn during Dark Clouds for mid ranked squads
-Diablo chance set from 1.3% to 2% chance to spawn for low ranked squads.
-Diablo chance set from 5% chance to 10% chance to spawn for mid (40k average XP) ranked squads.
-DC chance in Nightmare mode set from to 50% to 33%.
-DC chance in Normal mode set from 33% to 25%.
-Changed the way the cocoons pinging works a bit. A cocoon can only not be pinged if the squad XP is over 40k and there are more than 6 players currently alive in the game. The chance to not be pinged is 33% for every coon, when the SR is between 40k and 70k. Over 70k SR gives a 50% chance for each coon to not be pinged.
This was done because in small games, not pinging coons was only an encouragement to map hacking or failing the mission, since it was determined that unpinged coons were unlikely to be found, even with an FR, DO and MM scouting the map as fast as possible, so the objectives were unfeasable for such squads.
-Chance of Lost Cause in Nightmare mode increased from 25% to 33%.
-Chance of Lost Cause for high ranked squads (+70k SR) further increased.
-Chance of Containment in Nightmare mode decreased to 13%
-Chance of Containment for high ranked squads (+70k SR) further decreased.
-As it stands, in Nightmare, high ranked squads have a 50% chance for Lost Cause and should that check fail, they have an 83% chance for Magnificent Bastards.
-High ranked squads playing in Normal mode have the same chance for LC, MB and Containment as a medium ranked squad would in Nightmare.

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sgtnoobkilla
22-02-10, 08:24
/ C H A N G E L O G \ (continued; post word limit)
================================================== ====================

Beta 6

-Mini FT Flame Burst mana cost reduced.
-Rifle Grenade tooltip fixed
-Rifle Grenade cooldown increased at lower lvls. It was 6/6/6/6/6. Now its 25/20/15/10/5.
-Sprinting while fractured no longer reduces MS permanently. Instead, it deals 100 damage and slows 50 ms for 2.5s, but sprinting will still work. I figured permanently reducing a stat on a hero was against the theme of NOTD:AM, especially if it was a stat like MS which is central to gameplay.
-Com tower set to invul after Delta AF.
-Players made invul after Containment and LC finish.
-Reduced Infrared Strobe mana cost from 30 to 15.
-Field aid mana cost halved. This should allow people to actually use it without burning all their mana.
-Field aid casting time increased by 50% (in other words, it heals slower). This does not affect the mana efficiency of the skill, just at the speed at which the healing is done. This should give people a greater degree of control over how much they heal if they need to.
-Saline IV mana cost now 35 at all lvls rather than increasing with lvls.
-Properly fixed golf claymores so they can be shot by the players. They are still invisible however so you do need to have some kind of sight item or skill in order to find them and shoot them.
-Recalculated the DPS boost on TX1 to be more in line with the boost that AP gives the MM. (AP and U-235 gives 3.5x as much damage to the MM as to other classes, TX1 now gives 3x as much damage to the MM as other classes, up from 2.5x)
-A few minor bug fixes.
-Updated credits.

Beta 7

-CE mana gets refunded if com array is placed out of bounds.
-Fixed an balanced numerous issues in lost cause, too lazy to compile a full list for that, too long of a list.
-Fixed a minor bug regarding Chapter 3 chances.
-Increased the DO, Bushmaster and MM range by 300. Balance-wise, i don't expect this to be an issue since its very rare for those units to ever fire at maximum range. It was done for LC reasons.
-Added a -view command to zoom in and out. -view 1 is the standard cam. -view 2 and -view 3 are both more zoomed out versions. Alternatively, you can type in -view # (where '#' is a number between 300 and 1000) to set the camera to a custom distance. I strongly recommend using NVG's if you choose to use the zoom out commands since it does darken the screen a bit when you zoom out. For the same reason, its advised going back to -view 1 during Dark Clouds and NS.
-Gave the IUL and the Rifleman a slightly different Critical Strike skill. It has a higher chance of procing but a somewhat reduced multiplier. The overall DPS boost is slightly lower (1.525 DPS boost compared to the 1.6 DPS boost from the standard crit when both skills are at lvl 7), this skill is intended to reduce overkill against most units. Their crits will still 1 hit kill most small stuff (in normal games) but be occurring more often. This was done to focus the Rifleman and the IUL more on the anti-swarm aspect. I tested this skill myself, but it's still subject to changes, as 1 game is not enough to fully test the gameplay impacts. In other words, i'd like peoples ideas and feedback after they've tested the skill.
-Gave the mini Sniper the ability to call in CAS in Chapter 3. This should offset the otherwise useless nature of the Sniper in MB and Containment. With the ability to track bosses at long distance with a long range scope and des, i felt that CAS would make it a more formidable mini if used correctly. In close range, it'd be fairly useless since you can't really call a CAS in town when the boss is in close range (well you can, but it'd kill a lot of people and minis), but at long it'd shine with the ability to potentially neutralize an FC or a boss if aimed correctly. The cooldown on the sniper CAS is 150s.
-Added in a new loading screen. Credit goes to Aetherbeast for making the loading screen. Unfortunately, the format WC3 uses for loading screens reduces the quality, resolution and actually increased the size of the original file, so the image lost a lot of quality. I'm looking into ways to increase the quality without increasing the size of the map considerably. Alternatively, if people feel strongly enough about the loading screen, i could put it in high quality, however, it would bump up the size by about half a MB i suspect.
-Rifleman has his knife back, he still has a colt though.
-IUL's FM cooldown has been increased from 5s to 10s.
-Hero XP range (the range at which a hero can get XP from kills) bumped up from 3000 to 3500.
-There's a bunch of stuff i'm sure i'm forgetting, i'll edit them in later as i go (i should probably write them down as i'm implementing rather than a day after i upload it).

Beta 8

-Fixed some problems regarding Beta 7 (such as the -view cmd not working, crit not being changed correctly, etc).

Still to come:

-Considering giving the assman a colt. This would mean no knife. Thoughts anyone?
-Putting Ordnance Handling on the assman and giving the FO some other kind of passive buff. Currently thinking of either MS, Sight or Attack range buff. Once again, thoughts?
-Sheep pen names. Still deciding, open to suggestions.
-Anything else popular or innovative that comes to mind, as long as within my coding abilities.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Possible changes for future versions if needed (in other words, all up for debate/suggestions):
All Classes:
-BC Bonus armor reduction or removal. Instead, creeps get a small attack and move speed decrease. Still conceptual, needs work.
-Caping the amount of Oxalics that you can have on you.
-Rework of Containment.
-Somewhat lowering average creep HP in NM (relative to NM as it is now), the HP of creeps in NM will still be higher than in normal) and instead increasing their MS slightly. The idea is for NM to be a harder version of normal, not a longer version of it, all that increasing HP does is make an experienced player take longer to kill the shit behind him since he dodges it all anyway. Increase their MS a bit though and now you've made it harder since dodging just got harder. Needs more thought, but the rough idea is there.

Class Specific

FT:

-Further range/MS increase.

MG:

Further MS increase.

Assman:

-Getting rid of the MS increase ability.
-Getting rid of the SMAW proff ability (messing with the AoE's with the skill lvling up can make that shit confusing).
-Putting in a passive to increase stack size of booms.
-Open to further changes.

MM:

-Scope buff.

DO:

-Small buff to the Stat gain as it lvls up.

FO:

-Getting rid of the boom stacking skill, replacing it with a sight buff passive or something instead.

IUL:

-Getting rid of the FM or the Heli ability. Alternatively, might allow for specing of one or the other somehow, so that in any single game, you can only either FM or call helis, but not do both.

FR:

Replacing that recon heli with something else (need ideas) and giving better scaling of the cloak on FR. 8s lvl 1 seems way too fast and down the 4s seems a bit fast for lvl 5, something more like 12,10,8,7,6 although i'm open to suggestions. Also, i'll prob need to buff that entire skill tree since that skill tree tends to suck other than the cloaking part.
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JoanOfArc.
23-02-10, 00:14
Is not MD5 Fatal Fixed yet?
Have not come out in contents.
Or does MD5 dosen't matter with Fatal?

Armads
23-02-10, 07:56
md5 fatal not fixed in 1.5d beta 8

sgtnoobkilla
23-02-10, 12:19
i remember ace saying on the old forums that the MajGen mini bug was fixed but i think it still doesnt work; MajGen + higher not getting minis per chapter while alive (testing this).

also, didnt ace say that he wasnt going to bother fixing md5 fatal?

Wedge_Antilles
23-02-10, 21:43
I remember a General getting his Mini even be4 Ace's versions and i saw a Majgen getting Mini as well in Ace's Versions.

Md5 never has been fixed. However by following 2 rules you can safely prevent a fatal in 99% of the cases.

1. Do not cast them over cliffs, since u might hit impassable terrain(=fatal).
2. Do not use Md5 in conjunction with other active spells(Net,Nade,Raven Mines etc)

Smoke and Flare are okay to use Md5 on since they are passive effects once they are launched.

PS: sgtnoobkilla thank you for posting the changelog.

sgtnoobkilla
27-03-10, 13:24
tested the majgen minis; you will still get minis but it requires someone dead to have them arrive.

this is odd considering the code states that:

if(GetWidgetLife(Z[EV[i]])<=.405 or D[EV[i]]>400000)and GetPlayerSlotState(Player(-1+(EV[i])))!=PLAYER_SLOT_STATE_LEFT then

in other words; minis are meant to arrive if there is a dead player OR a player has over 400k XP and that the slot isnt a leaver.
so they should still be coming regardless of a death or not. =S

psykes
05-04-10, 12:17
So...its like replacing a hero? but 2 mm instead? (after the hero dies)

Also I want to suggest, MD vest ? =D

psykes
05-04-10, 12:21
And also I The CE's skill 1 on Death match when maxed out it goes -25

Wedge_Antilles
07-04-10, 21:24
Yea Another bug, just do not max it out. And Minies are given out randomly at certain stages in the game. You cannot decide which one to get. You will get Rifleman Mini most of the Time.

sgtnoobkilla
09-04-10, 06:14
"minis" are just basic Marine units that are sent out for dead players at the beginning of each chapter (with the exception of chpt1, where they arrive near the start of the convoy mission)
in other words, they are non-hero versions of the Marine classes (with the exception of the FO/FR/AM/DO) with lesser/unique abilities.

each mini that arrives with the reinforcement choppers increases the handicap for the zulus by 0.015% (does not apply in MB)

Rifleman = Default
Marksman = 1/5
Machine Gunner = 1/3
Engineer = 1/8
Navy Corpsman = 1/6
Flamethrower = 1/6
Sniper = 1/12; Requires 30k + XP (SSgt+)
Pilot = 1/55; Requires 60k + XP (2Lt +)
Infantry Unit Leader = 1/10; Requires 60k + XP (2Lt +)

Wedge_Antilles
09-04-10, 13:59
What do you mean by "Requires 30k"? Squadrating? How does the randomizing work? Are all chances checked at the same time or is it more like checking the chance for e.g pilot first and then for others if it does not trigger?

Armads
10-04-10, 14:59
30k rank xp needed to be able to get a chance to get sniper mini. not sure about the rest

sgtnoobkilla
11-04-10, 11:25
^ what armads said was what i meant. you need that much XP (rank) to unlock it as a randomable-mini (not SR).

the script will perform the GetRandomInt function in the order of my list but it starts from IUL first, then it goes to Marksman.
Rifleman is automatic if the list fails to obtain '1' from any of the other classes (after going down the entire list first ofc).