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Форум игры Savage 2: A Tortured Soul

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Free content patch 1

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FREE CONTENT UPDATE (VERSION 1.4)
---------------------------------
ADDITIONS:
- Added two new maps, lostvalley and morning
- Added Voice over IP for commanders. The "\" key is used to broadcast by default
- Added armor level progression. At levels 4, 8, and 12 your character will receive new armor
- Added a new "aiming mode" for Steambuchet and Tempest. Use your "Interrupt" button to switch to it
- Added a clan system, complete with clan reservation for clan matches on select servers. Check out wwwsavage2clans.com for details
- Added a voice tip system. This system plays audio messages for each new game element you encounter. This can be disabled in the options
- Clan icons show up in game
- Added an Unofficial server list for player hosted servers
- Added automatic map download if you connect to a server hosting a map that you don't have
- New loadout screen and hellshrine screen
- Reconstructed the tutorial. It is now much more concise and offers a commander practice mode
- Added the Devourer unit, a hellbourne unit costing 7 souls
- Corpses now fade out slowly for the last 3 seconds of their lifetime
- Added some terrain rendering optimizations
- Players now always go to the spawn screen, even if only one spawn is available
- Added a "Return to Loadout" button to the spawn screen
- A notification is now displayed when your team has no commander
- A linux client of Savage 2 is now available
- Clan icons will now show in the score screens

NEW COMBAT SYSTEM:
- Stuns have been re-worked to no longer freeze the player. Abilities and attacks are disabled but the player can still move
- Stuns times were all generally reduced
- Blocking an opponent will cause 60 damage to the attacker, as well as reducing their armor by 35% and movement speed by 20% for one second
- You can block multiple opponents (your block will not lower when it is hit)
- Block takes 0.075 seconds to go into effect after hitting the block button, and can be held for a maximum of 5 seconds
- After releasing the block key, it takes 0.175 seconds to fully disengage
- Interrupt does no damage to opponents who are not blocking
- Interrupt deals 75 damage to opponents who are blocking, does 75 damage, and reduces movement speed by 20% for 1 second. Costs 22 stamina to execute
- Strafespeed reduced to 86% of base movement speed
- Quick attacking causes a 20% decrease in movement speed briefly, your movement speed returns to normal over .75 seconds
- All quick attack damage and range increased by approximately 10%
- Most ranged weapons had an approximate 15% increase in damage
- The angles on block and interrupt were significantly widened, it should be much easier to block and interrupt opponents who are in front of you

FIXES/IMPROVEMENTS:
- Pathing code re-worked. Pets and npcs should path more efficiently around players and objects in the world.
- An icon will now display when certain skills are active (devourer's decay, polymorph, healingward, manaward, cheetah)
- Fixed crashes when hosting multiple local games in a row
- Fixed memory corruption due to some new pathing code
- Fixed several potential crashes
- Duel arena is once again functional
- Fixed an issue with pushback effects pushing players in the wrong direction
- Fixed an issue with how NPCs aggro off of damage
- Fixed an issue allowing players to view scores in the lobby
- Fixed an issue where spawn trigger and NPC setting definition boxes would go below the bottom of the screen in the editor
- Fixed an issue causing snapcasted spells to not properly check range
- Fixed a bug with quick attack causing it to ignore damage bonuses
- Fixed Revenant's melee impact time
- Fixed an issue causing the mouse wheel to continue scrolling through abilities when dead
- Fixed an issue where melee weapons would disappear when a skill is selected
- Fixed mouse cursor disappearing while placing buildings as a commander
- Fixed mana incorrectly regenerating while polymorph was active
- Fixed Heal Pet being able to target siege
- Fixed a bug where weapon sounds would appear "behind" you on surround sound systems while looking up
- Fixed several editor crashes (Texturing bug still being elusive...)
- Added a fence and some more blockers to the bridge on Eden, to prevent falling in the water

BALANCE CHANGES/ADJUSTMENTS:
- Players can no longer take command if they have loadout time remaining
- Leaving command now causes a loadout time of 25 seconds
- The build ability of builders and conjurers is now entirely disabled if a commander is present
- Increased Engineer's stamina from 125 to 150
- Officer aura stamina regeneration boost reduced
- Savage's Morale stamina regen boost reduced
- Jump attack no longer stuns blockers/interrupters, it simply does damage
- Builder's Rifle damage reduced slightly
- Savage's Ravager ammo reduced slightly
- Imp's projetile speed increased slightly
- Holybolt now does less damage against Hellbourne
- Jump attack no longer restores stamina on a successful hit
- Enrage and Rage now give a 25% melee damage increase instead of attack speed increase, 50% armor reduction
- Reduced price of hellshrine to 7500
- Move speed debuff on conjurer's Venomous Spore now decreased movement speed by 10% instead of 20%
- Conjurer's roots no longer root human siege
- All tower costs reduced
- Strata and arrow tower increase in HP and armor, increased attack speed
- Venus plant now "builds" twice as fast. It should start firing quicker, similar to steam turret
- Commander spell reveal had its cool down increased from 30 seconds to 60 seconds
- Commander can no longer speed boost human siege
- The builder now uses the shotgun as his primary weapon. Armory needed to unlock his rifle
- Builder Shotgun ammo reduced from 25 to 20, damage increased slightly, range decreased slightly
- Builder Rifle now has 25 ammo, down from 30
- Tempest's push back ability has a wider angle, should be a bit easier to use
- Tempest etheral will now allow the tempest to move at half speed. Etheral form is now dispellable by commanders.
- Scout's crossbow has faster attack speed, slightly more damage, and a slightly faster projectile
- Scout marksman bow has less attack time and less cool down time. This should increase its rate of fire
- Shapeshifter's lightning gun mana cost decreased from 50 to 35
- Conjurer's entangle trap lasts 2.5 seconds, down from 3 seconds
- Conjurer's entangle trap had its affect radius decreased from 200 to 150
- Venom spores speed reduction down from 10% to 7.5%, more venom pellets in the shot, wider spread to the shot, shorter range overall
- Gold and exp awarded for killing the bearloth and imp has been drastically reduced
- Cheetah form now requires a nexus
- Bearloth's melee attack speed from 1.3 seconds to 1 second. Damage slightly decreased
- Behemoth's main melee attack now hits at 30 degree arc, increased from 10 degrees
- Behemoth's Trunk Slam and Shockwave had mana cost decreased and damage increased
- Mana cost on behemoth's stomp ability was increased
- Tempest's range with meteor was increased
- Streambuchet's range on both attacks were increased
- All siege now cost 750 gold
- reworked all item costs. Generally everything is cheaper, except for the health shrine which had its cost increased to 200 from 175
- Removed the freeze effect on predator's enrage ability to make it more useful in combat
- Decreased worker movement speed and increased stamina pool
- Tempest stamina lowered to 150
- Strength no longer has an effect on attack speed
- Modified attribute point costs
- Increased observer movement speed
- Players no longer gain experience for using their own ammo demo or mana fountain
- Revenant weakened slightly, soul cost from 7 to 4
- Entangling Roots is now removed by damage. Removed damage over time from conjurer spores but buffed their damage to compensate.
- Shield generator now gives experience based off of amount of damage blocked, instead of number of projectiles
- Shield generator no longer recieves experience from NPC attacks

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Тестил патч пока что течение 1 раунда, и сразу просто бросается в глаза то, что перестали работать блоки, т.е. они конечно работают, но противник продолжает движение после того как вы его заблокировали, просто не атакует короткое время. Таким образом, после того как вашу атаку заблокировали, вы просто немного отбегаете назад, чтобы вам не накидали, и после того как персонаж придет в себя - атакуете опять. Также плохо работает Entangle Trap у Conjurer'ов, т.е. как только на противнике появляются корни он еще двигается, таким образом эффект останавливает соперника только на доли секунды.
Теперь внешне. Ну да появилась броня, но заметил я это ох и не сразу :) и только на предаторе(благодаря тому, что вспомнил, что она вообще есть ;) На картинках она смотрится красивее (ну или так кажется потмоу что есть время разглядеть). Немного изменился внешний интерфейс выбора юнитов. Добавился еще 1 лишний вопрос при нажатии на логин, каждый раз интересующийся не надумал ли я пройти курс обучения :) Быть может он мне и не повредит, но зачем каждый раз спрашивать?
- Tempest's range with meteor was increased
Вот это нововедения я вообще не понял зачем сделали, на Темпеста итак грешно было жаловаться
В общем несмотря на опыт только лишь в одном раунде с новым патчем, я мог бы еще писать и писать как там все стало по сравнению с 1.3.4, но так как игра обновляется автоматически, то смысла в этом не вижу :)
Надеюсь в недалеком будущем(через час там, или завтра) выйдет обновление 1.4.1 которое исправит хотя бы работу блоков и "корней"

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Хм я думал Темпесты лохи...
Может это спецом так блоки сделаны ,ну типа, что бы бой интересней стал?

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KeNny написал(а):

Хм я думал Темпесты лохи...

Ну по сравнению с катапультами темпесты за 2 пойдут :) Если им научиться играть, то можно самого себя прикрывать (правда раз на раз не приходится) В крайнем случае можно быстро развернуться и смататься, так что в сравнении с осадными оружиями людей, зверинные куда лучше сделаны, что кстате и про бегемота можно сказать\, если сравнивать с тараном.

KeNny написал(а):

Может это спецом так блоки сделаны ,ну типа, что бы бой интересней стал?

Да это ваще уже ппц. Если потерю звериных прыжков еще можно как-то было перенести, то урезание блоков таким образов - полный отстой! Раньше хоть можно было с помощью блока оторваться от погони, а щас нет шансов. В общем чем больше savage 2 обнавляется, тем меньше мне нравится :D

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Кенни ты был прав на счет боя :( Я просто не стал читать полностью какие именно обновления вошли в патч, а зря
- Stuns have been re-worked to no longer freeze the player. Abilities and attacks are disabled but the player can still move
И у меня повернулся язык назвать это багом :D Хотя я все равно считаю что это именно так! Savage 2 уже полчти полностью потерял свой шарм по сравнению с первой частью игры. Это ставит под вопрос продолжение игры в него, все таки хорошо, что не стал покупать полную версию ;)

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Подытоживая выход патча могу сказать, что абсолютно им разочарован! После урезания липов, саваж перестал быть на добрую половину саважем, а теперь с новой системой боя, не возможностью чинить SH или Lair, постоянными долбаными обучающими подсказками, которые включаются всегда когда заходишь в игру :) его не спасают даже 2 новые карты, и новый "адский юнит"... В общем я пока подожду следующего обновления, надеюсь разработчики перестанут эксперементировать, а в конце концов поймут почему савагеры любят эту игру!

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Пока я привыкал к новому месту работы вышло сразу аж 2 обновления :) 1.4.1 и затем сразу же 1.4.2. Кардинальных изменений это в игру не внесло. Хотя дальность осадного оружия увеличилась (у обоих расс), и лично мне кажется это желание оправдывается стремлением сделать осадное оружие такое же эффективное, как и в savage: battle for newerth, хотя оправдывается громко сказано, может быть я просот переиграл в 1 саваж, а может я один из немногих, кто понимает что саваж 1 и саваж 2 - это все таки разные сами по себе игры! Какие еще придумают изменения разработчики - остается загадкой, но до сих пор они не удосужились убрать чертов обучающий голос, и приходится его отключать самому каждый раз при входе в игру :) Также появился еще один дополнительный вопрос при входе на сервер - записывать ли статы. Надеюсь игрокам в скором времени не придется проходить различный ряд тестов, чтобы просто поиграть в игру...

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VERSION 1.4.5 to 1.4.7
----------------------
Fixes:
- Fixed an issue that was preventing some users from passing authorization
- Fixed several issues that prevented some users from being able to update or login

VERSION 1.4.4
-------------
- Fix a major exploit with ammo depot/mana fountain

VERSION 1.4.3
-------------
BALANCE:
- Spawn portal experience value on kill from 50 to 150
- Max health for spawn portals from 300 to 1200
- Cooldown time on portals from 30 seconds to 60 seconds
- Spawn portals can now be used multiple times

FIXES:
- Fixed some issues with pathing
- Fixed some server and client crashes
- Interrupt will no longer damage gadgets or structures
- Siege no longer recieves a camera kick when being attacked
- Fixed some PNG format clan icons not loading properly
- Fixed issues with white unit portraits, messed up health bars and units named "NAME"
- Fixed all known issues caused by hosting a local server and then connecting to an online server
- Fixed issues with Revenant and Devourer strong attack, they have now been re-enabled

ADDITIONS/CHANGES:
- Promotional codes can now be entered during in-game account creation
- Map rotation system has been changed, it now plays maps in a linear order, the "weight" has been changed to a percent chance a map will be played (0.75 means 25 percent chance it will skip to the next map in the lineup)

VERSION 1.4.2
-------------
BALANCE:
- Steambuchet and battering ram turn speeds increased. They should feel a bit more maneuverable now
- Battering ram's flames ability no longer freeze the battering ram in place for their duration
- Behemoth's shockwave mana cost decreased from 75 to 60
- Behemoth's stomp mana cost decreased from 125 to 90
- Behemoth's trunk slam mana cost decreased from 75 to 60
- Tempest meteor now properly deals splash damage rather than full damage to all entities in the splash radius
- Devourer's vomit ability impacts a much wider radius, making it easier to hit opponents with
- Consume corpse does not make the devourer grow quite as big (maximum 60% size, down from 75%)
- Decay no longer harms the devourer. Mana cost per second increased from 4 to 7
- Moderately decreased overall exp earned from attacking structures. It's still more rewarding to attack a structure over attacking a player in terms of experience.
- Shield generators now stop tempest's meteor

MAP CHANGES:
- Grimm's wall on morning had its HP reverted back to 8000 for now. This will help with ranged siege attacking from behind the walls. A more permanent fix is in the works, at which time we will increase the wall health again.

FIXES/IMPROVEMENTS:
- Devourer unit can no longer pick up items from NPCs
- More path finding improvements
- Fixed the "donate all" button on the loadout screen
- Made it easier to target corpses as the devourer after leveling up in size a few times
- OpenGL renderer: Fixed volume texture mipmap issues

VERSION 1.4.1
-------------
BALANCE:
- Reduced tempest and steambuchet range
- Increased the maximum range on interrupt from 100 to 135
- Increased duration of stun effects on being blocked or interrupted from 1 second to 1.4 seconds
- Spawn portal ability now has a 3 second cool down on damage, down from 5 seconds
- Spawn portal ability general cool down reduced from 75 seconds to 30 seconds
- Total experience earned for destroying a stronghold or lair reduced to 1250 from 2000
- Behemoth, battering ram, and malphas now have attributes applied to them
- Strength attribute now increased damage by 2.5% per point
- Agility attribute now increased 3.5% per point, up from 3%
- Stamina sprint cost down from 12 to 11
- Imp's gun mana cost increased from 13 to 15 per shot
- Imp's gun damage decreased from 40-48 to 35-42
- Ravager's damage decreased from 9-10.5 to 8-9
- Demo charge size increased by 25%, sight range decreased to 200 from 1000
- Steam turret hit points decreased to 350 from 500
- Venus plant hit points decreased to 400 from 500
- Builder's hitpoints increased from 350 to 375
- Conjurer's venomous spore weapon now has 6 projectiles instead of 12. The damage of each projectile has effectively been doubled, but the weapon now requires a more accuracy to hit with.
- Venomous spore damage increased to 65-80 from 62-75

MAP CHANGES:
- Maximum players on morning reduced to 20 from 24
- Fixed some areas on crossroads that were allowing commanders to place unreachable towers
- Moved human base gold mine on morning closer to the stronghold to put it in the buildable radius
- Added a death animation to Grimm's wall on morning, increased Grimm's wall's health
- Gold mine extraction rates on morning increased
- Added Devourer to practice and duel arena

ADDITIONS:
- Enabled all loading screens, removed FCP #1 announcement
- Added two new tools to the editor for working with textures, controlled by the CTRL and ALT keys
- Added color tints that display when blocked or interrupted
- When sudden death mode is activated, it will be displayed in the upkeep section of the interface
- Attribute screen now pops up again when you have points to spend
- Made it easier for commanders to see the edge of maps
- Commanders can zoom out further
- Players will now be given the option of having their stats recorded or not when they first join a server

FIXES/IMPROVEMENTS:
- Some path finding improvements (more to come)
- Fixed a minor bug in VoIP causing some console spam
- Fixed a bug that was preventing some of the animation based effects and sounds from precaching properly. This was causing some hitching, expect some performance improvements
- Removed the extra 30 seconds that were added to commander election time if leaving warmup mode
- Voice tips precache properly
- Fixed several crashes
- Unofficial servers now highlight correctly when selected
- Added spawn queue message to the loadout screen. This will display when the teams are unbalanced and the spawn queue is in effect
- Your player SF now displays properly in the loadout screen
- Added an experience bar in the loadout screen
- Fixed strength tool tip, it no longer mentions attack speed
- Changing resolution no longer requires a full reload of all interfaces, it simply resizes them to the proper size
- Fixed issue with the game browser on lower resolutions that would hide player level
- size of clan icons lowered to 24x24 from 32x32
- Music is now properly precached
- Fixed an issue that was causing persistent vault icons to not always show up properly
- Fixed a crash in the editor related to cloning entities
- Commander Reveal spell can now be placed within blocked area
- Fixed a bug that would sometimes allow a user to join a full server
- Fixed an issue where voice commands wouldn't show up after disconnecting/reconnecting

LINUX SPECIFIC:
- XRandR is no longer required
- Fix problems when window manager gives game different sized window than requested
- Sound drivers list in options menu will now update after changing the sound output system

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Если у кого какие вопросы возникают - не стесняйтесь спрашивайте :)

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Good Job!
жду комментария по поводу FCP2

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VERSION 1.4.8.1
----------------------
-Fixed missing "Steam.dll" error

VERSION 1.4.8
----------------------
BALANCE:
- All structures now have a minimum armor value. Attacking the structure will not cause its armor to degrade past its minimum armor setting.
*Strongholds and Lairs have a minimum armor setting of .3
*Main base structures have a minimum armor setting of .2
*Towers and garrisons have their minimum armor setting at 0
- The beast static charge spire has had its range increased to 900 to match the cannon tower
- Spawn portals have had their duration reduced to 90 seconds, health reduced to 300, and will not die when the officer who placed it dies. This is to encourage more strategic placement of spawn portals and encourage their protection
- Sacrifice will now cause the player to move at 85% movement speed, down from 90%
- Imp damage reduced to 30-38 from 35-42
- Revenant's ranged attack damage increased to 60-65 from 50-58
- Revenant's quick attack damage increased slightly
- Devourer soul cost increased to 9
- Steambuchet's secondary ranged attack has had its range increased to match its primary attack
- Decreased range of tempest's meteor slightly
- Ranged Siege can no longer aim past map blockers, which is on most mountains
- Conjurer health reduced from 390 to 370
- Summoner melee attack damage increased slightly

FIXES:
- Fixed an issue that was causing commander centurion armor to sometimes be out of range when zoomed out
- Fixed an issue that was causing voice commands to stop working after disconnecting from a server
- Fixed an issue allowing commanders to cast spells on enemy players through the fog of war
- Fixed an issue allowing commanders to select enemy players and structures through the fog of war
- Fixed "extended" mouse buttons, they will now work as intended when bound to an action
- Spectators now properly spawn in the middle of a map rather than in the corner
- There is now a 5 second delay on the ability to ping the minimap
- Fixed various glsl shaders
- Fixed skybox seams on gl2 renderer
- Fixed gl2 renderer shadow settings not being properly applied without a restart

Maps:
- Morning has been re-worked. The hell shrine is now between the two bases and there is a gold mine in the north. The walls have been moved further south and stronghold/lair moved slightly north.

VERSION 1.4.5 to 1.4.7
----------------------
Fixes:
- Fixed an issue that was preventing some users from passing authorization
- Fixed several issues that prevented some users from being able to update or login

Кстати на счет стим, теоретически это сеть создана, чтобы все упростить, но помню пытался еще в кс поиграть через этот steam... в итоге удалил и больше никогда устанавливал :)

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Version 1.5.0
--------------
Fixes:
- Fixed an issue causing melee attacks with certain units to miss on very rare occasions at certain distances
- Fixed a bug with siege aiming behind them if a blocker is behind the unit
- The Sleep animation now properly ends when the player ends Sleep early
- Fixed taunts, they are now visible by all players
- Fixed the "morning" crash
- Fixed an issue causing D3DDRIVER_INTERNALERRORs and crashes in certain situations
- Fixed an issue causing a loss of textures in the map editor
- Characters will no longer turn with the camera when immobile (such as with Hunter's Sleep)
- Linux Version: Improve updater/uninstaller interaction
- OpenGL Renderer: Fix a number of issues when run on an ATI video card

Changes/Additions:
- Added some new "anti-hack" features
- Reduced overall RAM use
- Added some optimizations to the renderer
- Losing a prerequisite after purchasing a consumable item will no longer disable that item
- Prerequisites for items now display in the loadout screen
- Pressing "Y" while in-game will display an overlay that allows you to view your skills
- The player backpack now shows up on the death screen
- All spells/skill will now display as red when they are in cool down
- The item store is now sorted more appropriately
- Spawn portals now have 120s lifetime and 75s cooldown
- All cooldowns are now global, switching units will not cause them to finish
- Kill streak notifications
- Dodge system now in place. Double tap A,S, or D to perform a dodge in that direction.
- Shaman and chaplain have had their main healing spells reduced to 6 seconds cool down, slight mana cost reduction
- Slight armor decrease on chaplain and shaman
- Gold and EXP for healing lowered
- Three new maps, Ancient Cities, Desolation, and Hidden Village
- A tips system has been added to the loading screens and death screen

- Added a number of new Enduring items, these items will persist through death and unit changes:
Gust of Wind: You are immune to ranged damage while charging and dodging, and you can charge slightly further.
Power Absorption: Automatically dispels one negative effect per minute and restores some mana when doing so.
Shield of Wisdom: On use, it drains all remaining mana and prevents mana regeneration. In exchange, it shields you for damage based on the amount of mana drained for up to 30 seconds.
Trinket of Restoration: Heals all nearby allies and increases their armor for a short period. If a second trinket is used, it will not heal nearby allies if they still have the armor buff.
Savior's Valor: Can be used to cast recall on yourself (with a cool down on damage) - Will cancel if taking damage while recall is in progress.
Token of Life: May be used after death to revive yourself.
- Ammo pack/ammo sachel and mana stone/mana crystal are now flagged as enduring items and will not be dropped on death

- New unit: Maliken. Maliken is obtained by the following steps.
1. Purchase a Brain of Maliken, Lungs of Maliken, and Heart of Maliken
2. Purchase the Soul of Maliken
3. Activate Soul of Maliken, at the cost of 10 souls. You will then transform into Maliken on the field at any location.
- Note that many of maliken's skills are blade modes. They are not a one time cast but rather a passive effect that does not turn off until the skill is manually cancelled or another blade mode is activated.
- Maliken's skills are:
1. Blade of Damnation. This sword is unblockable in melee combat. Instead of an interrupt move, maliken throws his sword. Interrupt or right click a second time to teleport to it. The block button is a defensive maneuver that will knock back enemies around maliken.
2. Blade of Flames - applies a fire damage over time to a target. This effect stacks with each melee hit
3. Blade of Lightning - applies a lightning effect to maliken's sword. Each successful melee hit will result in a lightning bolt that bounces around between maliken's enemies, decreasing in damage with each bounce.
4. Blade of Wind - Each melee attack stirs up a gust of wind, protecting maliken from ranged attacks.
5. Blade of Demonic Healing - each successful melee hit will heal maliken's nearby allies for an amount based off the damage caused.
6. Blade Frenzy - Maliken goes into a blade frenzy. This is an area of effect attack that lasts a short while and has different effects based on which of the above blade modes are active
- Maliken's spawn event spawns him with very high armor for 30 seconds, and he gets the benefit of maliken items when receiving souls.
- He can be buffed, debuffed and healed. However, he cannot be resurrected or recalled, and Riposte has no effect on him. He is also unstunnable.

- New unit: Hunter. This unit replaces the Summoner. His skills are:
2. Glide - This skill shoots the hunter forward in a line, damaging any in his path. This ability costs stamina instead of mana and will apply the Frenzy and Venomous effect.
3. Wing Spin - This skill damages and knocks back all nearby enemies.
4. Frenzy - Similar to Maliken's blade modes, this applies a passive effect to all melee attacks that leeches stamina from enemy players.
5. Venomous - This is a passive effect that applies a poison debuff to all melee attacks. Only one of Venomous and Frenzy can be active at a time.
6. Sleep - Puts the Hunter to sleep for a short duration, making him immune to ranged damage and regenerating life at a rapid rate.
7. Sentry - Places a sentry bat to act as a scout at the target location for a limited time.

Modding:
- Added "SkillCategory", "SkillCategoryCooldown", "SpellCategory" and "SpellCategoryCooldown" settings to all skills and spells
- If a unit uses a skill/spell and another one of their skills/spells matches it's category, it will be put into cooldown for CategoryCooldown milliseconds
- Added "GetPrereqDetails(<example_prerequisite>);" UI_CMD that will return a human-friendly prerequisite string.
- Prerequisites can now use an "or" operator. For example, consumable_tokenoflife_prerequisite "building_monastery or building_sanctuary"

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incognito написал(а):

- New unit: Maliken

Естественно в полной версии :) Видел его вдействии...зажигает :)

incognito написал(а):

- New unit: Hunter

А это уже в бесплатной, только из-за него я не могу понять как поиграть за саммона :D

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Version 1.5.1
--------------
Fixes:
- Fixed Hunter jump attack causing issues if the attack button is spammed
- Fixed Maliken exploit causing invincibility
- Fixed items disappearing caused by selling a race-specific item after a team switch
- Fixed Maliken summon effect (first part, the fire) cutting off early
- Dodge is no longer usable with Sacrifice active
- Maliken items no longer provide their effect when disabled
- Fixed a server crash and a few misc. minor issues
- Attempting to host multiple local games now always connects to the proper server
- Race-specific items are now properly sold when switching teams
- Fixed a bug allowing a player to move while Hunter's sleep is in progress
- Ejecting from siege no longer causes the player to lose his items
- Heavy armor items now properly reduce speed by 10%
- Fixed server-wide lag caused by a player crashing (One cause of it at least)
- Fixed loadout not properly showing "ammo" counts for item stacks
- Fixed spawn placement for Maliken placing him on top of structures
- Made it easier for the commander to focus on a unit by double clicking his portrait
- Selecting the build skill now properly deselects what you had previously selected, so it's no longer possible to accidentally have overlapping gadgets while trying to build
- Deselecting the build skill now properly takes you out of build mode
- Deactivating build now properly returns you to your melee weapon
- The pet menu will no longer be enabled unless you have a pet
- The officer menu will no longer be enabled unless you are the officer
- Fixed crashes with some replays from pre-1.5.0, there are still some issues to work out in this regard
- Switching to commander will no longer cause you to lose your items
- Reworked unit change placement code so that ejecting from a siege unit will no longer place you on top of a prop, and Maliken cannot spawn on top of buildings
- Spawning as Malphas during warmup will no longer cause the global weather effect or music change
- Players using Recall no longer leave an attackable body behind while in the spawn screen
- Fixed several issues with channelling spells (Sleep, Health/Mana Chant)
- Fixed an issue with cooldowns occasionally showing improperly on the client
- Fixed the taunt key hiding other animations
- Fixed gold mine raid bonus being given to the wrong team
- Fixed an issue with Blade Frenzy displaying NAME instead of Blade Frenzy in kill messages
- Dodge can no longer be used while the user is not idle

Balance Changes:
- Malphas soul cost back up to 20
- Maliken health regeneration changed from -1.5 to -1.7
- Maliken health increased from 900 to 1300
- Maliken type set to Hellbourne, he can no longer be targetted by most spells and abilities
- Maliken soul cost has been increased to 15
- Maliken's lightning mode bounces reduced from 3 to 2 (It now hits the initial target and 2 extras, instead of 3 extras)
- Maliken's melee modes now proc 20% of the time with Blade Frenzy, down from 25%
- Maliken now heals 100hp per soul earned, up from 50hp
- Maliken's blade throw now costs mana to activate
- Maliken's maximum mana has been increased from 250 to 275
- Maliken's high armor state duration has been increased from 30 seconds to 40 seconds
- Blade Frenzy hit damage from 35 to 30
- Blade Frenzy cooldown from 25 seconds to 35 seconds
- Blade Frenzy mana cost increased from 100 to 125
- Maliken's push back mana cost reduced from 50 to 25
- Maliken mana regeneration reduced from 3 to 2.5
- All gold earned by Maliken now goes to the team
- All Maliken items have had their cost reduced by 25%
- Hunter's melee modes now disable mana regeneration and have a small mana cost per second
- Hunter's Glide damage reduced to 30, cooldown increased
- Hunter's Frenzy and Venomous are no longer dispellable

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