This is a full list of all the changes we've made for Modular Combat v1.75 and v1.76 - combined. Enjoy!
Posted by matthewdryden on
Gameplay
- New gamemode: Team Deathmatch
- Raised minimum experience gained from 0 to 1
- Removed maps: dm_cloudcity, dm_tech
- Added maps: dm_amplitude, dm_hydro, dm_cannon
- Added two second spawn protection
- Added Factions. Players choose to be either Aperture Science, Combine, or The Resistance
- Players of the same faction now gain 5%...20% experience when fighting near each other
- Combine gain 5...20% damage bonus when fighting near each other
- Aperture Sciences gains 2...5 armor regeneration when near each other
- The Resistance gains 2...5 health regeneration when near each other
- Winning faction now gains 500 experience for winning.
- Added 2fers: +50 bonus experience for getting 2 kills in a row.
- Players will now share experience for kill monsters
- Aperture Science now uses a vital testing apparatus as their melee weapon
- New CVAR: mc_votes_per_map . Players will only be able to initiate X votes per map (default: 2).
- New CVAR: pvm_max_antlionguards (default: 2)
Look and Feel
- New CVAR: cl_earringing <1/0> ("ear ringing" effect when near explosions, defaults to 0 - off)
- New CVAR: cl_showhints <1/0> (show gameplay hints while playing)
- New CVAR: cl_showexpgained <0-3> (show experience and % of damage dealt in chat - 0 none, 1 talk area, 2 notify area, 3 center of screen)
- New CVAR: cl_ally_icon_smoothing <1/0>
- New CVAR: cl_allyicons_offset (default: 16)
- Added more "death icons"
- Added new spawning particle effects for players and monsters.
- Added custom skins for the Pistol and the SMG1 for Resistance, Combine, and Aperture Science.
- Combine Faction now uses the "Dark Gravity Gun" (looks only)
- Players of your faction will now be shown by icon indicated in PVM and TDM.
- Experience indicator flashes red when you're spreeing
- Replaced module icons with new icon set by Aleixo Teixeira
AI / Monsters
- New monster: Hunter
- New monster: Zombine
- New monster: Rollerbombs (red skin version of the Rollermine - will explode on contact).
- Antlion Guard: Improved movement and pathfinding
- Antlion Guard: Raised health to 1000 + 100 per level
- Antlion Guard: Will now bleed profusely when low on health
- Antlion Guard: Increased experience bonus to 10 times normal amount
- Antlion Worker: Lowered health at higher levels
- Antlion Worker: Reverted to Episode Two model
- Fast Headcrab: Lowered attack damage by 3 per level
- Headcrabs (all types): Will now be squished if a player jumps on them. Player will bounce. 15 Aux Power is gained.
- Man Hack: Moves faster at higher levels - now is a formidable opponent.
- Vortigaunt: Reduced attack damage by 60%
- Vortigaunt: CVAR "mc_vortigaunt_zap_spread " increases the cone the Vortiguant will use for targetting
Modules
- New module: Minion Man Hack. Spawns 2 at a time (maximum 6). Does not count towards minion limit.
- New module: Minion Antlion Worker
- New module: Armor Capacity. Passive. Increase the amount of armor you have.
- New module: Clip Size. Passive. Increase the amount of bullets each clip can hold.
- New module: Running Man. Passive. Increase your sprinting speed. Increased sprinting speed drains aux power faster.
- New module: Aux Power Tank. Increase the size of your aux power tank.
- New module: Armor Regen. Passive. Regenerate your armor.
- New module: Turrets. Active. Spawn up to 2 turrets. Turrets cannot be knocked over, but can be moved by owner's gravity gun.
- New module: Poison Spit. Active.
- New module: Weaken. Active. Target player cannot sprint and deals 50...150% less damage for 1...10 seconds.
- New module: Brute Force. Passive. Increase the amount of damage your melee weapon does. Increased all damage dealt by 5% for 7...15 for each kill.
- Cloak: Will no longer show your ID tag or voice icon while cloaked
- Cloak: Will now decloak if any active or indrect damage is dealt (players can no longer Plague and then Cloak)
- Mag Mine: No longer affects spawn protected players
- Mag Mine: Lowered health to 23...50
- Lasers: Only live for 2 minutes before fading away.
- Mind Absorb: Now activates randomly (previous activated every 10 seconds from spawn).
- MIRV: Now detonates on impact.
- HEALD: Can now easily be cast on friendly players.
- Critical Hits: Now only players a sound when a crit hits a enemy.
- Vitality: Now only affects health (previously affected max armor)
- Strength: Renamed to Impact - now only affects ranged weapons
Development / Debugging
- Mounted content from Half-Life 2: Episode Two
- New system: "Multiple Texture Support" - this system handles multiple textures for the same model.
- New CMD: mc_dev_createnpc (requires sv_cheats 1)
- New CMD: listmodules (will list the name of every module available to the player)
- New CVAR: mc_dev_show_damage <1/0> (requires sv_cheats 1)
- New CVAR: mc_dev_spawnmonsterlevel (requires sv_cheats 1)
- New CVAR: hud_showtargetid <1/0> (disable Modular Combat's custom ID system)
- New CVAR: mc_dev_force_ally_count (requires sv_cheats 1)
- New CVAR: mc_dev_turret_balancing (requires sv_cheats 1)
Bug Fixes
- Fixed various server and client crashes
- Freeze Bomb: No longer indefinitely freezes players
- Plague: Will be removed from all targets when player changes characters
- Added more teleport blockers to dm_swamplight
- Minions are now removed when owner disconnects
- All monsters will no longer consider the world an enemy.
- Rollermines are now remove when switching gamemodes
Oh yeah!
Wasn't there already a Team Deathmatch option?
What is this? A lot of the things in the changelog have already been implemented.
"This is a full list of all the changes we've made for Modular Combat v1.75 and v1.76 - combined."
That really is pointless.
No, the comment you just made is pointless and rude.
Yeah what Dragon said :P