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# 1
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(Sr. Member)
Join Date: Aug 2004
Location: Boston, Taxachussetts
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Undocumented Patch changes (1.1)
I ran the LUA files from 1.1 and 1.01 through a diff utility to see everything that changed in them. I found some stuff that isn't listed in the readme. I also filled in exact numbers where the readme is vague.
Honestly, I don't understand everything in there, so I've put question marks next to stuff I don't understand. If any modders out there can clear up those things, I'd be very thankful. Oh, and if anyone wants to confirm these things with in-game tests, it would help a lot. I'll mark stuff as confirmed as it happens. The list: ------------------------------------------- CHAOS Corruption can no longer target ground. Chaos AC now uses speed fiend ability. ELDAR Entangle now only lasts 10 secs (anyone confirm?) Fastshot now affects own squads (i.e., it now works). Warlock Seer (not SC) power cost doubled from 25 to 50. Warlock Seer (not SC) build time increased from 11 sec to 14 sec. FP flight speed (when jumping) slowed by roughly 14%. (thx SvK, Shoe) SC power cost from 25 to 50. SC build time from 16 to 19. ORK Charge range now 7 (was 15 for Slugga, 20 for SB) SB Nob Leader now moves same speed as normal SB through cover. Ork speed boost now works on SB, Trak, and Truk. Moving accuracy reduction on Big Shoota is now 0.1. (Is this a percentage or absolute reduction?) ork_kustom_shoota (Warboss upgraded gun) now has 0.1 moving accuracy penalty. Moving accuracy reduction on Rokkits is now 0.075. LP3 should now fire Rokkits! Moving accuracy reduction on ork_shootas is now 0.1. Moving accuracy reduction on ork_choppas is now 0.075. (Note, vehicles ignore moving accuracy reductions) SM Some event changes I don't understand in space_marine_troop.nil (Entangle? Just cleanup?) AMs don't get double boost from health2 upgrade now. (?) MISC Tutorial fixes, all races. IG plasma gun now available. (confirmed. thx, Shoe) Last edited by Vertigo : 6th Nov 04 at 7:00 PM. |
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# 4
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(Sr. Member)
Join Date: Aug 2004
Location: Boston, Taxachussetts
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Note that game engine changes won't necessarily show up in the LUAs. So, for instance, the mob system may now work. Since the data was already present in the LUA files, no change would appear in the diffs.
The only way to be sure is to test it in-game. |
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# 6 |
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Member
Join Date: Sep 2004
Location: Pacific Northwest
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Thanks for your work!
I don't understand much of it, but it's awesome that we have so much information that we can get ourselves about the changes that are made. It portends great things for the future when we get ahold of the toolset. Love, Hanna |
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# 7 |
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Guest
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>hanged FP jump_time_max from 3 to 3.5 (?)
I assume this is the change to the fireprism jump recharging. >Cover modifiers for SB Nob Leader (unsure what this does, movement speed?) Same as the Chaos AC fix. It makes it so the SB nobz don't get slowed down in cover, same as normal jump pack troops. The Ork accuaracy modifers were mentioned in the changes they just didn't give the numbers. SC + Warlock power cost increase seems a bit excessive, all the other changes seem good. With Conceal fix and SC ranged nerf 30 power each would have been fine IMO. |
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# 8
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(Sr. Member)
Join Date: Aug 2004
Location: Boston, Taxachussetts
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Quote:
Actually, those are different entries. I know what those do, I just don't know what the one I listed does. Quote:
Which is why I said: "I also filled in exact numbers where the readme is vague." ![]() Quote:
We will have to wait and see. Relic has an inhouse balance team. I'm gonna make a wild assumption that they have their reasons. Unlike the pre-whiners, I want to see what happens over the span of a week, at least. |
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# 9
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Freelance Armorer
Join Date: Sep 2001
Location: Dallas, TX, USA
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jump_time_max <-- I think this is how long the Fire Prism can stay in the air.
You say that the cost of a Warlock Seer was changed, not the cost of the Seer Council. There are two places to change the cost of a unit. 1.) In the entity blueprint, which affects the cost of buying a squad. 2.) In the squad blueprint, which affects the cost of buying reinforcements. Was the change made in only one place? |
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# 12
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(Sr. Member)
Join Date: Aug 2004
Location: Boston, Taxachussetts
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SvK:
But how would "time in air" be relevent? It's not like the FP can hover during a jump... There are two changes: One in eldar_warlock_seer.lua (ebps), the other in eldar_squad_seer_council (sbps). I don't understand whole blueprint terminology, to be honest. My knowledge extends to inheritance, and that's about it. |
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# 15
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Is watching
Join Date: Sep 2003
Location: Left Coast
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No, no- There doesn't seem to be any kind of speed setting for jumps, just the max-time determinant.
Thus it's probably dynamic based off the max jump range (70) and the max jump time (3.5). Increasing the max jump time reduces the jump speed. That's what I figure. |
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# 17 | |
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Guest
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Quote:
only?! the word "only" does not fit in there at all no RTS in the Universe (except for DoW) lets you totally paralyze the enemy Hero for 10 seconds of real-time - yet you're saying that even after the 1.1 patch, Entangle does just that? and the word only belongs in front of that statement? that's real messed up if Entangle still lasts that long on Heros. |
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# 18 |
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Guest
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Hmm, do the ork accuracy figures mean that accuracy is reduced to 0.1 of previous accuracy when moving or is reduced by 0.1 when moving? Are these figures an improvement or a reduction on the last version?
If it's the former it seems that orks got a raw deal, seeing as they do a lot of running after dancers and their reduced accuracy penalty (compared to orther races) made up for that. Also what is the charge range? I've never seen my boyz move faster into combat (I sure wish they did though!) On the whole I'm pleased, gonna try out those new maps in a skirmish now! |
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# 21 | ||
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Guest
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Quote:
Quote:
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# 26
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(Sr. Member)
Join Date: Aug 2004
Location: Boston, Taxachussetts
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Guys, chill. Entangle lasts *only* 10 seconds because it used to last 20. Don't get hung on comparing with an ability in another game. BTW, that 10 seconds hasn't been confirmed by anyone, yet.
Thorak, does that mean the AM entry is just cleanup, and has no actual effect in-game? |
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# 27 | |
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Member
Join Date: Oct 2004
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Quote:
Did they originally? the marine_health_upgrade_research_2.lua inherits from marine_health_upgrade_research.lua, in which all health modifiers are set to 1.2. The entry for the assault marine in marine_health_upgrade_research_2.lua lists 1.2 modifier still... |
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# 30 |
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Guest
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I must agree to some extent that the entangle is still a little too long lasting. I was playing Eldar and found it to last around 10 seconds * didn't keep track so I can't confirm it* and I was able to keep enemy CL's and FC's from touching my FS, which in return i used to throw his troops all around, kill them, then entangle his hero again with another Guardin squad to kill him be4 he could run away... I think 10 second entangle is fine for troops but should only be like 5 seconds for heros... thats just IMO.
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# 41 |
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Member
Join Date: Sep 2004
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So your saying a comparison of game files has been done and none were found?
If so finding that post couln't be that tough as it would have to be less than 24 hours old, right? The patch just came out last night. Must have missed it after reading every new threaded post since the release. Hmmmm... |
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# 45
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Logico-Fishosophicus
Join Date: Mar 2000
Location: I live in Beer.
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Since the actual discussion of this thread was dead months ago, and all that seems to be occurring here is bickering, I'm going to lock the thread. I will also send a PM to Vertigo asking if he would be interested in running the patch changes check again, and I'll be putting a copy of this thread into the Library.
Thread locked. Edit: this thread has now been archived here. |
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