Post feature RSS Version v0.1 Changelog

Version 0.1 - June 12 2015. The change-log does not cover all changes.

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MISC:

Increased default field of view (75 -> 90)
Weapon view model no longer rotates when zooming (https://developer.valvesoftware.com/wiki/HL2_snippets#Stopping_viewmodels_from_getting_rotated_when_zooming)

NON-PLAYER_CHARACTERS:

Added 40 new NPCs:
npc_vortigaunt_slave: Enslaved Vortigaunt
npc_citizen_female: Female Citizen
npc_citizen_female_medic: Female Citizen - Medic
npc_citizen_male: Male Citizen
npc_citizen_male_medic: Male Citizen - Medic
npc_citizen_random: Random-Gender Citizen
npc_citizen_random_medic: Random-Gender Citizen
npc_citizen_refugee_female: Female Refugee
npc_citizen_refugee_female_medic: Female Refugee - Medic
npc_citizen_refugee_male: Male Refugee
npc_citizen_refugee_male_medic: Male Refugee - Medic
npc_citizen_refugee_random: Random-Gender Refugee
npc_citizen_refugee_random_medic: Random-Gender Refugee - Medic
npc_citizen_rebel_female: Female Rebel
npc_citizen_rebel_female_medic: Female Rebel - Medic
npc_citizen_rebel_male: Male Rebel
npc_citizen_rebel_male_medic: Male Rebel - Medic
npc_citizen_rebel_random: Random-Gender Rebel
npc_citizen_rebel_random_medic: Random-Gender Rebel - Medic
npc_combine_s_f: Allied Overwatch Soldier
npc_combine_e: Overwatch Elite Soldier
npc_combine_e_f: Allied Overwatch Elite Soldier
npc_combine_p: Nova Prospekt Prison Guard
npc_combine_p_f: Allied Nova Prospekt Prison Guard
npc_metropolice_f: Allied Civil Protection Officer
npc_metropolice_shoulder: Civil Protection Officer - Shoulder-Fire
npc_metropolice_shoulder_f: Allied Civil Protection Officer - Shoulder-Fire
npc_combinedropship_f: Allied Synth Dropship
npc_combinedropship_container: Synth Dropship - Container
npc_combinedropship_container_f: Allied Synth Dropship - Container
npc_combinedropship_strider: Synth Dropship - Strider
npc_combinedropship_strider_f: Allied Synth Dropship - Strider
npc_combinegunship_f: Allied Synth Gunship
npc_combinegunship_chopper: Helicopter Gunship
npc_combinegunship_chopper_f: Allied Helicopter Gunship
npc_helicopter_f: Allied Combine Helicopter
npc_strider_f: Allied Strider
npc_manhack_f: Allied Manhack
npc_cscanner_f: Allied Scanner
npc_clawscanner_f: Allied Synth Scanner

Barnacle:
Decreased health (35 -> 17)
Increased bite damage (15 -> 25)
Added 1 new ConVar:
npc_barnacle_damage_bite

Antlion Soldier:
No longer one hit kill Combine Soldiers
Each attack type now have it's own damage value.
Decreased health (30 -> 27)
Increased moving slash attack damage (5 -> 8)
Increased slash attack damage (5 -> 12)
Increased swipe attack damage (5 -> 15)
Increased leap attack damage (5 -> 16)
Added 4 new ConVars:
npc_antlion_damage_swipe
npc_antlion_damage_slash
npc_antlion_damage_slash_moving
npc_antlion_damage_jump

Antlion Guard:
No antlion summoning on easy difficulty
No charge attack on easy difficulty
Do not turn while shove attacking on easy difficulty
No flinching on hard difficulty
No charge attack on hard difficulty if the guard have summoned antlions alive.
Increased number of antlions summoned on easy and medium difficulties (3 > 5)
Increased number of antlions summoned on hard difficulty (3 > 8)
Decreased health (500 -> 400)
Increased shove attack damage (20 -> 25)
Increased charge attack damage (20 -> 35)
Increased bullet damage multiplier (0.25 -> 0.5)
Added 4 new ConVars:
npc_antlion_guard_damage_charge_to_npc
npc_antlion_guard_damage_charge_to_player
npc_antlion_guard_damage_shove_to_npc
npc_antlion_guard_damage_shove_to_player

Headcrab (General):
Increased field of view (0.5 -> 0.0)
Decreased leap attack range for easy difficulty (256 -> 160)
Increased leap attack range (256 -> 325)
Increased leap attack damage (5 -> 8)
Headcrabs on fire now deal 50% damage

Headcrab:
Decreased health (10 -> 9)

Fast Headcrab:
Decreased health (10 -> 9)

Poison Headcrab:
Decreased health (35 -> 18)
Do not run on easy difficulty
Always run on hard difficulty
Always face the player when leap attacking on hard difficulty

Zombie (General):
Zombies are more vulnerable to headshots
Zombies on fire now deal 50% damage

Zombie:
Do not throw objects on easy difficulty
Increased field of view (0.2 -> 0.0)
Decreased double slash damage (25 -> 20)
Fixed double slash damage doing single slash damage
Added 2 new ConVars:
npc_zombie_dmg_one_slash_on_fire
npc_zombie_dmg_both_slash_on_fire

Fast Zombie:
No leap attack on easy difficulty
Each attack type now have it's own damage variable
Decreased health (50 -> 40)
Increased field of view (0.2 -> 0.0)
Increased maximum leap attack range (300 -> 400)
Increased single slash attack damage (3 -> 6)
Increased double slash attack damage (3 -> 12)
Increased leap attack damage (5 -> 15)
Added 7 new ConVars:
npc_zombie_fast_health
npc_zombie_fast_dmg_one_slash
npc_zombie_fast_dmg_one_slash_on_fire
npc_zombie_fast_dmg_both_slash
npc_zombie_fast_dmg_both_slash_on_fire
npc_zombie_fast_dmg_jump_slash
npc_zombie_fast_dmg_jump_slash_on_fire

Poison Zombie:
No headcrab throwing on easy difficulty. Headcrabs still leap out of the zombie.
Decreased health (175 -> 150)
Increased field of view (0.2 -> 0.0)
Increased single slash attack damage (10 -> 20)
Added 2 new ConVars:
npc_zombie_poison_dmg_one_slash
npc_zombie_poison_dmg_one_slash_on_fire

Alyx:
Added 1 new ConVar:
npc_alyx_health

Barney:
Increased AR2 weapon proficiency to PERFECT. Now Barney is a much more useful ally
Added 1 new ConVar:
npc_barney_health

Grigori:
Added 1 new ConVar:
npc_monk_health

Citizen:
Citizens no more remind you to reload
Decreased citizen health (40 -> 18)
Decreased refugee health (40 -> 20)
Decreased rebel health (40 -> 35)
Increased unique citizen health (40 -> 50)
Added 7 new ConVars:
npc_citizen_medic_health
npc_citizen_refugee_health
npc_citizen_refugee_medic_health
npc_citizen_rebel_health
npc_citizen_rebel_medic_health
npc_citizen_unique_health
npc_citizen_unique_medic_health

Manhack:
Decreased health (25 -> 13)
Increased slash attack damage to NPC (4.5 -> 10)
Increased slash attack damage to player (4.5 -> 8)
Increased engine output (1.0 -> 1.5)
Added 2 new ConVars:
npc_manhack_slash_damage_to_npc
npc_manhack_slash_damage_to_player

Scanner (General):
Flash attack does not temporarily blind the player on easy difficulty

City Scanner:
Decreased health (30 -> 20)
Decreased dive attack damage (25 -> 20)

Claw Scanner:
Decreased health (30 -> 25)

Hoppermine:
Decreased blast damage (150 -> 100)
Increased blast radius (125 -> 250)

Rollermine:
Decreased shock attack delay (3.0 -> 1.0)
Increased shock attack damage (10 -> 20)

Ceiling Camera:
Added 1 new ConVar:
npc_turret_camera_health

Ceiling Turret:
Decreased health (1000 -> 500)
Increased firing cone (0.04362 -> 0.06)
Increased firing distance (1500 -> 6000)
Increased damage done to NPCs (3 -> 4)
Increased damage done to Player (3 -> 4)
Added missing dark energy impact & tracer effects
Added 2 new ConVars:
npc_turret_ceiling_damage_to_npc
npc_turret_ceiling_damage_to_player
npc_turret_ceiling_health

Floor Turret:
Decreased firing cone (0.08716 -> 0.06)
Increased firing distance (1200 -> 6000)
Increased damage done to NPCs (3 -> 4)
Increased damage done to player (3 -> 4)
Added missing dark energy impact effect
Added 2 new ConVars:
npc_turret_floor_damage_to_npc
npc_turret_floor_damage_to_player

Ground Turret:
Increased firing cone (0.04362 -> 0.06)
Increased firing distance (2048 -> 6000)
Increased damage done to NPCs (3 -> 4)
Increased damage done to Player (3 -> 4)
Ground turrets can now effectively hit NPCs
Added missing dark energy impact effect
Added 2 new ConVars:
npc_turret_ground_damage_to_npc
npc_turret_ground_damage_to_player

Stalker:
Decreased medium power beam damage (3 -> 2)
Decreased high power beam damage (10 -> 3)
Decreased health (50 -> 20)

Civil Protection Officer:
Decreased "simple cop" health (26 -> 24)
Decreased "regular cop" health (40 -> 27)
Massively improved AI
No manhack deployment on easy difficulty
Do not take cover from incoming objects on easy difficulty
Do not evade grenades on easy difficulty
Do not investigate sounds if alerted on easy difficulty
Do not shoot breakable objects if an enemy is behind it on easy difficulty
CPs can now use the shotgun and pulse rifle (AR2)

Combine Soldier (General):
Massively improved AI
No grenade throw/energy ball launch on easy difficulty
Do not take cover from incoming objects on easy difficulty
Do not evade grenades on easy difficulty
No suppressing fire on easy difficulty
Do not investigate sounds if alerted on easy difficulty
Do not shoot breakable objects if an enemy is behind it on easy difficulty
Aim for the head on medium and hard difficulties
When set on fire on hard difficulty, extinguish/put out the fire after finishing the animation.
When struck by the player's bug bait, play a cowering animation instead of it's dancing animation on medium and hard difficulties
If an enemy gets too close, fire a longer burst on hard difficulty
If an enemy gets too close, aim for the head. This ability is not present on easy difficulty
Soldiers will fire the shotgun from the shoulder and fire slightly faster on hard difficulty

Combine Soldier:
Increased melee attack damage (10 -> 12)

Combine Elite Soldier:
Increased health (70 -> 75)
Increased melee attack damage (15 -> 18)
Elite Soldiers can now throw grenades

Combine Prison Guard:
Decreased health (50 -> 48)
Increased melee attack damage (10 -> 15)

Combine APC:
Decreased rate of fire (600 -> 300)
Decreased firing cone (0.06976 -> 0.035)
Increased machine gun damage to NPC (3 -> 10)
Increased machine gun damage to player (3 -> 8)
Increased machine gun burst size (10 -> 15)
Decreased machine gun burst interval (2.0 -> 1.0)
Increased rocket damage (15 -> 30)
Decreased health (750 -> 600)
Added 2 new ConVars:
sk_apc_machine_gun_damage_to_npc
sk_apc_machine_gun_damage_to_player

Strider:
No stomp attack on easy difficulty
Striders can now stomp attack the player
Decreased field of view (0.0 -> 0.25)
Decreased number of hits to kill on all difficulties to 4
Increased damage taken from Combine energy balls (25 -> 125)
Decreased health (350 -> 300)
Increased default minigun damage to NPC (5 -> 10)
Increased default minigun damage to player (5 -> 8)
Increased aggressive minigun rate of fire (600 -> 200)
Increased aggressive minigun damage to NPC (2 -> 15)
Increased aggressive minigun damage to player (2 -> 12)
Decreased cannon damage (200 -> 100)
Added 5 new ConVars:
npc_strider_num_missiles_npc
npc_strider_minigun_damage_to_npc
npc_strider_minigun_damage_to_player
npc_strider_minigun_damage_to_npc_direct
npc_strider_minigun_damage_to_player_direct

Combine Dropship:
Decreased firing cone (0.01745 -> 0.00873)
Added missing dark energy impact effect
Increased damage to NPCs (2 -> 40)
Increased damage to player (2 -> 4)

Combine Helicopter:
No carpet bombing on easy difficulty
Decreased damage percentage required to trigger carpet bombing (25% -> 20%)
Decreased health (5600 -> 5000)
Increased damage to NPCs (6 -> 40)
Increased damage to player (3 -> 4)

Combine Gunship:
Gunship aims for center mass instead of head
Added missing dark energy impact effect
Increased damage to player (3 -> 4)
Added 3 new ConVars:
npc_gunship_num_missiles_1
npc_gunship_num_missiles_2
npc_gunship_num_missiles_3

VEHICLES:
Airboat:
Added 2 new ConVars:
sk_airbaot_rate_of_fire
sk_func_tank_airbaot_rate_of_fire

Jeep:
Increased damage (15 -> 22)
Added 4 new ConVars:
sk_jeep_gauss_rate_of_fire
sk_jeep_gauss_damage
sk_jeep_gauss_damage_charged_max
sk_jeep_gauss_damage_charged_max

WEAPONS:

MISC:
No recoil on easy difficulty

Crowbar:
Increased damage from player (10 -> 15)
Increased damage from NPC (5 -> 10)

Pistol:
No dynamic spread on easy difficulty
Decreased minimum firing cone (0.00873 -> 0.007)
Decreased maximum firing cone (0.05234 -> 0.04)
Increased NPC firing distance (1500 -> 2000)
Increased ammunition quantity (150 -> 180)

Alyx's Gun:
Increased firing cone (0.01745 -> 0.02)
Decreased rate of fire for NPC (600 -> 300)
Decreased minimum burst size (4 -> 2)
Decreased maximum burst size (7 -> 5)
Increased damage from NPC (3 -> 4)

Revolver:
Decreased damage from player (40 -> 35)

Submachine Gun (SMG1):
Decreased firing cone (0.04362 -> 0.035)
Increased NPC firing distance (1400 -> 2000)
Decreased magazine size (45 -> 40)
Decreased ammunition quantity (225 -> 200)
Decreased grenade gravity (400 -> 300)
Increased damage from NPC (3 -> 4)

Pulse Rifle (AR2):
Increased energy ball velocity (1000 -> 1250)
Increased energy ball duration (2.0 -> 3.0)
Decreased firing cone (0.02618 -> 0.021)
Increased damage from NPC (3 -> 4)

Shotgun:
Decreased firing cone (0.08716 -> 0.07)
Increased NPC firing distance (500 -> 1000)
Increased magazine size (6 -> 8)
Increased ammunition quantity (30 -> 32)
Increased damage from NPC (3 -> 4)

Crossbow:
No bullet drop on easy difficulty

Hand Grenade:
Decreased damage from player (125 -> 100)
No blip sound and tracing effect on hard difficulty

Rocket Launcher:
No rocket ignition delay on easy difficulty
Decreased damage from player (200 -> 160)
Decreased damage from NPC (200 -> 80)

Bug Bait:
Decreased splash radius (150 -> 50)

Emplacement Gun (func_tank):
Increased accuracy
All emplacement guns are now tweaked to have the following stats:
Rate of fire: 600
Damage to NPC: 8
Damage to player: 4

Comments
murauder
murauder

Looks good.

Reply Good karma Bad karma+1 vote
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