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Jan 16th, 2018
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  1.  
  2. General:
  3.  
  4. Change: Level 3 Seeing FP drain timer increased from 1 second to 1.25s (longer time between FP being drained).
  5. Fix: Miraluka not seeing through walls
  6. Fix: Deadly Sight FP drain
  7. Fix: Black screen when falling to your death continuing when no longer spectating the same player
  8. Fix: Quick Throw not working with ability1
  9. Fix: Zoom mask value properly resetting scope for spectator
  10. New: Smod status now shows the team that the player is on
  11.  
  12. Duel Mode:
  13.  
  14. New: Duel mode now has per life builds
  15. New: Duel mode kill messages now include ACM multipliers for both saberists
  16. Change: Total respawns lowered from 6 to 3
  17. Change: Round limit duration raised from 5 minutes to 15 minutes
  18. Midround Joining:
  19. Players may now join a round in progress.
  20. Players who are forced to spectator will have their ability to join midround disabled for the duration of the round.
  21. New: Cvars
  22. "g_DuelMidRoundRespawnTimerInitial" - Controls initial delay upon trying to join the round. Hard-coded minimum of 5 seconds.
  23. "g_DuelMidRoundRespawnTimerNoLives" - Controls time that players must wait before being able to respawn again.
  24. "g_DuelMidRoundRespawnTimerNoLivesIncrement" - Optional incremental increase in the above enabled via the new cvar . This adds whatever value is specified, in seconds, to the total respawn once a player has run out of lives.
  25.  
  26.  
  27. Sabering:
  28.  
  29. Slap
  30. Fix: Behavior with slap flag that allows for playing the slap animation multiple times via interaction with forced shutdown of saber (use + reload) during a swing.
  31. Change: Slap cooldown increased from 3 seconds to 4.5 seconds
  32. New: Getting interrupted by a slap now causes a short stagger.
  33. Saber sound fixes/tweaks
  34. Fix: Duals' offhand should now truly play the correct sound (both in general as well as when the mainhand is thrown).
  35. Fix: Custom saber sounds should now be properly working in all circumstances
  36. Change: Saber noise spam - now has actual cooldown timer instead of just doing checks vs the length of the blade when trying to do on/off sounds. cg_saberFloodProtect cvar has been added and is used for determining the cooldown on the sounds (for those that wish to still hear all the spammy stuff). Defaults to 0.75 seconds.
  37. General clean-up of saber collision/blocking logic code
  38. Change: Forced block animation on getting hit has been adjusted to only trigger in ready states (e.g. when you're standing and blocking), when you truly get interrupted, and when you're not in a slap or have the PB counter damage increase while in an attack
  39. Fix: Being hit while slapping will no longer allow for PBs/parries/etc on the part of the defender
  40. New: Neutral Block (NB)
  41. Failing a PB but not actually getting hit on your body will now result in a NB.
  42. Deals 50% body hit damage to the defender (includes ACM scaling)
  43. Full swings NB'd gain +2 ACM to the attacker while consecutives gain +1. No ACM is modified for the defender.
  44. Plays a yellow indicator for both the attacker and defender (defender can toggle this off by changing cg_hitEffects to 0 or 1 instead of 2.
  45. Mblock refactoring
  46. Fix: Code for non-directional Mblock improperly applying to all styles instead of just to Staff
  47. Change: Failing Mblock no longer drains BP from the defender
  48. New: Successfully Mblocking resets the Mblock cooldown
  49. Change: Successfully Mblocking vs a swingblocking opponent now plays a short stagger for the attacker (to more consistently interrupt what they're doing). Staggers durations are scaled depending on the speed of the style attempted to Mblock against.
  50. Change: Failing an Mblock tweaked:
  51. If the PB zone is matched and directional inputs are correct but the timing is incorrect, a NB will be triggered.
  52. If the PB zone is matched but both the directional inputs and timing are incorrect, a stagger will be triggered for the defender.
  53. If the PB zone is not matched (Staff excluded because of perk), it results in a stagger for the defender.
  54. Staggers for failing an Mblock are scaled depending on the speed of the style attempted to Mblock against.
  55. New: Failing Mblock increases the cooldown duration by 50%.
  56. New: Failing Mblock plays a red blocking indicator for the defender
  57. New: Can now do W or S Mblock movements vs W swings instead of just S.
  58. Parry Refactoring:
  59. Removed: Perfect Parry
  60. Change: Weird flat drains + ACM scaling has been removed. Parries now deal 20% body hit damage to the opponent.
  61. Change: Spinning saber attacks can now parry regardless of which direction you're being attacked from.
  62. New: Most special moves now cost BP to activate.
  63. [spoiler=Special costs]
  64. Blue Lunge: 7
  65. Blue Backstab: 10
  66. Staff Backstab: 10
  67. Backslash: 10
  68. Crouched Backslash: 10
  69. Cyan DFA: 10
  70. Yellow DFA: 10
  71. Red DFA: 15
  72. Rollstab: 10
  73. Dual Butterfly: 10
  74. Staff Forward Butterfly: 10
  75. Staff Backflip: 5
  76. Staff Left Butterfly: 10
  77. Staff Right Butterfly: 10
  78. Dual Crouch Kata: 15
  79. Staff Crouch Kata: 15
  80. Downstab (Single): 10
  81. Downstab (Duals): 10
  82. Downstab (Staff): 10
  83. Duals Front/Back Stabs: 15
  84. Duals Side Stabs: 15
  85. Purple Kata: 15
  86. [/spoiler]
  87. Change: ACM refactoring
  88. Change/Fix: Cleaned up simple HUD display code to not be based on static amounts. Will now always show proper ACM amount regardless of changes to ACM code. Also now displays the actual ACM multiplier instead of raw ACC values.
  89. Remove: ACM only gained on first body hit in a chain.
  90. New: ACM gained on all body hits. Consecutive swings grant 1 ACM while full swings grant 2.
  91. Damage increase from ACM now takes your opponent's multiplier into account. The difference between each saberist (can never go below 1.0x) will be what ends up applying to the damage.
  92. Now has a modifier depending on weight of styles involved. Modifier is applied to the attacker's ACM multiplier.
  93. For each level of weight difference, there is a 0.05 change in the modifier.
  94. Example A: Using Blue/Cyan (light styles) vs Red/Purple (heavy styles) results in a -0.10 modifier.
  95. Example B: Using the Red/Purple (heavy styles) against Red/Purple (heavy styles) results in no modification (+/- 0.0)
  96. Example C: Using Red/Purple (heavy styles) vs Blue/Cyan (light styles) results in a +0.10 modifier.
  97. Example D: Using Red/Purple (heavy styles) vs Yellow/Staff/Duals (medium styles) results in a +0.05 modifier.
  98. Change: Damage Modifiers:
  99. Consecutive swings
  100. Change: Consecutive swing damage multiplier raised from 0.50x to 0.80x
  101. Change: Global damage lowered from 1.0x to 0.63x
  102. Change: Damage reduction modifiers relating to blocking or not have been removed (resulting in ~25-45% increased damage overall).
  103. Change: Incoming damage increase for getting hit while crouching reduced from 50% to 35%
  104. Change: Outgoing damage decrease for attacking while crouching reduced from 50% to 35%
  105. Change: Swingblocking or not no longer alters outgoing damage.
  106. Change: Running/Walking no longer affects incoming or outgoing damage.
  107. New: Spinning saber attacks have 10% increased outgoing damage.
  108. New: Getting hit while slapping now has a 10% damage modifier
  109. New: Getting hit while in a stagger now has a 15% damage modifier. A stagger from failing Mblock adds an additional 5%.
  110. New: Getting hit while knocked down now has a 20% damage modifier.
  111. New: Getting interrupted (hit in a start-up) now has a 20% damage modifier.
  112. Using a special when you have less BP than the cost reduces its damage multiplier to 25%
  113. Purple kata and Duals/Staff crouch katas now do less damage earlier in their attacks (to make it more fair for how they can instantly hit).
  114. New: Half swings now reset one's swing count (restarts combos from swing 1 and allows for a new combo to be done).
  115. Change: Consecutive swings done from within 1 quadrant of the previous are now slower than normal consecutives but still hit sooner than halfswings would.
  116. Remove: BP drain for having attack inputs held down
  117. Change: Can now switch saber styles during the block anim for being hit.
  118. New: All non-heavy styles now cost 3 BP per attack. Red/Purple cost 4.
  119. Change: BP regen increased by 1 per tick (3->4 for defense 1, 5->6 for defense2+)
  120. Change: BP regen tick cooldown reduced from 400ms to 300ms
  121. Perfect Block Adjustments
  122. New: Getting PB'd now plays a green hit indicator for the attacker
  123. New: PB'ing someone during the PB counter window (200ms after triggering a PB; meaning this won't happen on your first PB) triggers new effects.
  124. Drains 1 ACM from the attacker
  125. Regens 3 BP for the defender.
  126. [spoiler=Saber Styles]
  127. Change: Consecutive swings are no longer instant across the board. Speeds have been adjusted for each style to still have quick pacing but still have some level of reactivity still possible for the defender.
  128. Blue
  129. Offense Rating: Decreased by 25%
  130. Defense Rating: Decreased by 8%
  131. Change: Blue swing count increased from 2 to 4
  132. Change: Blue no longer has instant halfswings from all directions
  133. Change: Blue lunge FP drain reduced from 35 to 20.
  134. Change: Blue lunge damage increased by 20%
  135. Change: Loses twice as much ACM on body hits from styles aside from Blue/Yellow/Duals/Cyan
  136. Change: Perk - Now deals 75% body hit damage on PB (includes ACM scaling).
  137. New: Perk - Has 20% bonus multiplier on specials
  138. Cyan
  139. Offense Rating: Reduced by 44%
  140. Defense Rating: Reduced by 18%
  141. Remove: Perk - Perfect Parry combo breaking
  142. New: Perk - Does an extra 30% damage on parries.
  143. New: Perk - On first swing, reduces incoming parry damage to 10% instead of 20%.
  144. Change: Damage multiplier on DFA lowered from 4.0x to 3.0x
  145. Only gains +1 ACM from any source that builds it.
  146. Yellow
  147. Offense Rating: Decreased by 25%
  148. Defense Rating: Decreased by 7%
  149. Remove: Perk - No damage for failing Mblock
  150. New: Perk - Has fast A halfswings. Functions the same as a consecutive swing but has 70% damage instead of 80%.
  151. New: Has a 15% reduction in movement speed while in a bounce or return animation and strafing if not blocking or walking.
  152. Change: Loses twice as much ACM on body hits from styles aside from Blue/Yellow/Duals/Cyan
  153. Duals
  154. Offense Rating: Reduced by 20%
  155. Defense Rating: Reduced by 5%
  156. Change: Crouch kata damage reduced by 30%
  157. Change: Stab damage reduced by 20%
  158. Change: Loses twice as much ACM on body hits from styles aside from Blue/Yellow/Duals/Cyan
  159. Remove: Perk - 75% damage consecutives instead of 50%
  160. New: Perk - Has 50% bonus multiplier on specials
  161. New: Perk - Consecutive swings damage increases by 10% per landed hit (10% x (body hit count + NB count) + an additional 10% if the opponent has the PB damage buff active)) in a combo.
  162. New: Perk - Every 2 body hits results in an extra 1 ACM gain
  163. Staff
  164. Offense Rating: Decreased by 27%
  165. Defense Rating: Decreased by 10%
  166. Change: Crouch kata damage reduced by 30%
  167. Change: Non-aimed Mblock duration reduced significantly.
  168. New: Extra 25% damage reduction on NB
  169. Purple
  170. Offense Rating: Decreased by 15%
  171. Defense Rating: Decreased by 4%
  172. Change: Purple kata FP drain reduced from 45 to 30.
  173. Change: Purple kata damage increased by 35%
  174. Remove: Perk - Gain +1 ACM on PB
  175. New: Perk - Bleeds 33% body hit damage through defenses.
  176. Red
  177. Offense Rating: Decreased by 20%
  178. Defense Rating: Decreased by 4%
  179. Change: Perk - Will now causes a stagger on full swings OR swings chained from the air if resulting in a body hit. Duration increases with ACM.
  180. [/spoiler]
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