The following issues were addressed in beta 4:
- Flag spawn time interval
The main problem with the original set-up was that if the flag was dropped in an endless fall area, you'd need to wait two minutes until it respawned. Now, if a player carrying the flag falls in one of such areas, the flag is respawned instantly. The two munutes timer is still used, for all other cases when the flag is dropped. - Flag status
The implementation in beta 3 had the flag status re-set each time one of the players respawned. This build attempts to fix this issue; the only way to verify this would be when running an online testing session. - Species prefix for the runner
A minor issue in beta 3, the runner was missing it's (A) prefix. - Class change counter visible in the F1 screen
It's self explanatory: in the F1 menu you'll see how many class changes are you allowed to make. - Friendly fire fix
With Friendly Fire set to Off, you shouldn't be able to headbite your team mate. (needs testing)
For beta 5, we have several issues ligned up:
- ALT-FIRE issue for several weapons
Perhaps you've noticed this in the previous beta versions, hitting the ALT-FIRE for some of the weapons would cause the weapon to block, and the weapon chooser not to function. This is fixed for the upcomming beta. - The Heavy Smartgunner
We'll be adding a smartgunner as a second heavy weapons, to see how the game feels.
Meanwhile, Windebieste started working on a new assault map:
The title is "Blue Collar", and as you can see, it is set in the industrial side of a town. More details when the map is finished.
-- Herr_Alien
Love AvP2, will be watching this mod. :)
Well, we have 2 free beta testing positions. If you want, you can take a closer look at the mod, by signing up to the closed beta:
Avp2fortress.co.nr