Post by Lap on Jul 20, 2009 20:51:43 GMT -5
This is mostly a bug fix update, with some harvester modifications.
-Fixed a free money exploit with the base prop tool.
-Fixed missiles having infinite fuel after being flaked.
-Stopped all current unfreezing exploits and likely more I didn't even know existed.
-Launchers now respect their maximum ammo limit.
-Launchers are now 1/3 the weight.
I still can't find a good way to make them have a significant weight without them tipping over constantly.
-Launchers should now accept bombs that are touching them easier than before
Slightly laggier, but no need to worry as much about bombs that just finished building not being accepted into the launcher.
-Fixed duping of ballast tanks causing ballast tanks to use melon cap.
-Fixed advanced dupes exploding on some maps n
No guarantee this fix will work for all maps. We'll see how it goes.
Balloons completely removed from the game.
They are way too laggy for their use. I will try to make harvester be able to float over more obstacles in the future, but I need to make sure this can't be exploited so that they can simply fly away from danger and never be killed.
-Max melon limit reduced to 25 from 30.
With the harvester changes below, the only net change should be less lag.
-Harvester changes:
Fully mobile harvester cost increased to 8000.
Harvester speed reduced from 70 to 60.
Harvester health doubled.
Harvester's default NRG carrying capacity tripled to 3000.
Harvester limit (which no one hit anyways) removed.
Overall these changes mean that harvesters got a slight boost. They get slightly more NRG per minute at the minimum distance. About dead even with the old harvesters a bit farther away, and a bit less as they get further away.
To compensate for having a higher initial investment, the health bonus means that overall more harvesters will live than before. A very quick attack on your harvesters should be more likely to leave your harvesters injured than dead. Harvester vehicles are now even more lucrative.
-Resource nodes will only fill a single harvester every five seconds instead of one.
This should stop the practice of seeing a horde of 20+ harvesters locust swarming resource nodes dry. This practice let unmolested players grow too fast (and seriously there is so much peace and love on the server that this happened constantly).
-Stopped unfinished spawn points and outposts from allowing you to build things near it.
Stopped the moving of func_rotatings like the bridges in wm_crossfire.
Fixed some issues with mind control shooting 12x as fast.
This was fixed a few days ago, but I never mentioned it officially.
-Fixed a free money exploit with the base prop tool.
-Fixed missiles having infinite fuel after being flaked.
-Stopped all current unfreezing exploits and likely more I didn't even know existed.
-Launchers now respect their maximum ammo limit.
-Launchers are now 1/3 the weight.
I still can't find a good way to make them have a significant weight without them tipping over constantly.
-Launchers should now accept bombs that are touching them easier than before
Slightly laggier, but no need to worry as much about bombs that just finished building not being accepted into the launcher.
-Fixed duping of ballast tanks causing ballast tanks to use melon cap.
-Fixed advanced dupes exploding on some maps n
No guarantee this fix will work for all maps. We'll see how it goes.
Balloons completely removed from the game.
They are way too laggy for their use. I will try to make harvester be able to float over more obstacles in the future, but I need to make sure this can't be exploited so that they can simply fly away from danger and never be killed.
-Max melon limit reduced to 25 from 30.
With the harvester changes below, the only net change should be less lag.
-Harvester changes:
Fully mobile harvester cost increased to 8000.
Harvester speed reduced from 70 to 60.
Harvester health doubled.
Harvester's default NRG carrying capacity tripled to 3000.
Harvester limit (which no one hit anyways) removed.
Overall these changes mean that harvesters got a slight boost. They get slightly more NRG per minute at the minimum distance. About dead even with the old harvesters a bit farther away, and a bit less as they get further away.
To compensate for having a higher initial investment, the health bonus means that overall more harvesters will live than before. A very quick attack on your harvesters should be more likely to leave your harvesters injured than dead. Harvester vehicles are now even more lucrative.
-Resource nodes will only fill a single harvester every five seconds instead of one.
This should stop the practice of seeing a horde of 20+ harvesters locust swarming resource nodes dry. This practice let unmolested players grow too fast (and seriously there is so much peace and love on the server that this happened constantly).
-Stopped unfinished spawn points and outposts from allowing you to build things near it.
Stopped the moving of func_rotatings like the bridges in wm_crossfire.
Fixed some issues with mind control shooting 12x as fast.
This was fixed a few days ago, but I never mentioned it officially.