Skip to content

Version 0, Test #13

Pre-release
Pre-release
Compare
Choose a tag to compare
@Samuzero15 Samuzero15 released this 12 Jan 00:31
· 80 commits to master since this release

A quick-ish relase that mostly fixes the last version (v0-t12).

-) Fixed a glitch which let's you create turrets, but without checking the credits.
-) Now the commander should check the terrain, if the spawning of a turret or dispenser is being blocked, or placed in liquids (wip) the spawning will fail, but the team credits will be refunded.
-) Hidden some spamming on the server log console.
-) The turrets shall now delete themselves with the base included.
-) Now the kill-streak flow will not be interrupted by the building of a deployable item.
-) Spawnshield should work again (needs some testing though)
-) Pressing F12 (Coop Spy) will force you to look at the commander screen.
-) Small fix on the sf_doorholdtime cvar.
-) Removed the useless rune sync from the player upgrades. But this is'nt the last time you see it.
-) Rewritten the CMD event handling system, and optimized the cmd terminal.
-) Turret Rail in the ammo terminal should be given after pursache once again.
-) Prosesing phase 1 and 2 can boost up the enemy bounty for the players and commander together!
-) Enemies killed with cripple pulse will not grant credits to the player. (However, the commander can gain credits for that)
-) Auto-Researching's Script has been revamped too, now notifying the players the new researchs on CF and SD maps! (Also, stimpacks and adrenaline can be given with this revamp.)
-) A new Mech Upgrade! Efficiency: Reduces the time on the repairings, rocket reloading and autorepair intervals.
-) Mech Rocket Upgrade price rises to 5500.
-) Slowed a bit the rocket reloading time for the Mech. You can restore it with the efficiency upgrade.
-) Returning the mech back to the base will have a delay penalty depending on the health. Just to discourage the insta-healing of the mechs.
-) The mech is a bit more faster in the base level, but it's upgrades does less effect, maxing it up will make the -) tank run like a normal marine.
-) Stimpacks now they heal 20 hp!
-) Other smoll fixes.

Maybe, soon enough once this reaches to v1, maps can be added (I just need to know how the hell they work ._. )

Same music ( v0-t09 ), and last resource parts ( v0-t12 ) will do the trick.

Remember, this is a testing version, so things can broke in any time, in case of any bugs, call an issue, report it on my chambers https://discord.gg/s3eWNxe or post it on the thread! https://zandronum.com/forum/viewtopic.php?f=58&t=9954

Have fun, and late Happy New Year 2021!