Post news Report RSS Sven Coop 2.1 Released

Sven Coop 2.1 is out! This is quite a major update adding three new monsters, improving a ton of things as well as some awesome fixes to problems such as telefragging. With a storming development speed (2.0F was released in September!) this has been a great effort by my fellow teammates. An upgrade

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Sven Coop 2.1 is out! This is quite a major update adding three new monsters, improving a ton of things as well as some awesome fixes to problems such as telefragging. With a storming development speed (2.0F was released in September!) this has been a great effort by my fellow teammates.


  • New Map: Hostage2b
  • New Map: Surface Ex-Tension
  • New Map: ToonRun
  • New weapon: Pipe Wrench (model by Gearbox, converted by WarpZone).
  • New Monster: Pit Drone (model by Gearbox). Eats fallen enemies to gain health
  • New monster: Shock Trooper (model by Gearbox). Spore grenades disabled in this version due to time constraints
  • New monster: Shockroach (model by Gearbox). Player weapon Shockroach not added in this version
  • Precision based telefragging for spawn and teleport points (If you're not directly in the way, you won't be telefragged)
  • Heavily damaged RoboGrunts will have a glowshell shock effect randomly and, while active, touching them will result in injuries
  • RoboGrunts explode when they experience overkill damage (Before or during their explosion sequence)
  • Friendly monsters attacked by players become friendly again after being healed
  • Added Medkit mirror health
  • Houndeyes eat their fallen enemies to gain health
  • Non-Sniper Male assassins investigate sounds
  • Squad based monsters not in squads will try to form a squad every so often
  • Akimbo and Single Uzis produce shells when firing
  • Added sv_dropweapons as a map CFG setting (For disabling players dropping weapons on death/with the Drop command). Default: 1
  • Model replacement added per weapon_ entity. (Don't have to use the squadmaker entity now)
  • New Commands for Mappers (cheats must be enabled) :
  • -- No Clip -> cl_noclip 1 in console
  • -- NoTarget -> cl_notarget 1 in console
  • Bug Fixes
  • Spawning at "Off" spawnpoints bug fixed
  • Fixed Friendly Male Assassins/Robo Grunts shooting Friendly *Alien Grunts/Gargantuas
  • Fixed model replacement bug for Male Assassins/Robo *Grunts/Leeches
  • Fixed crash bug with applying properties to non-monsters in monstermakers
  • Fixed Houndeye pause problem
  • Robo Grunts, Human Grunts and Male Assassins do not throw grenades at dead enemies
  • Map spawned snarks attack grunts again
  • Clientside-gib crash bug fixed
  • Fixed framerate related bug with monster TURN RATES. *Monsters are not "slow" on high-end machines/servers when they turn to face a direction
  • Monsters do not attack dead sentry/turrets if previously in combat with them
  • Osprey bug FIXED - Osprey correctly refills levels with grunts
  • Fixed crash bug with deaths
  • Distance limit bug with Sniper male assassins fixed
  • Fixed health display of monsters on the HUD when at <1 health
  • Freeze bug with monsters finishing scripted_sequences when not in range of player, fixed
  • Fixed mp_npckill not defaulting to 1 properly (again)
  • Tweaks & Changes
  • Strafing at long distances from a Sniper male assassin may allow you to dodge their aim
  • Martial Arts assassins have increased speed compared to their normal versions.
  • Monster AI handles enemy deaths more appropriately
  • Medkit uses skill settings
  • SKILL entry for Robo Grunt explode damage
  • Bullsquid's spit shows Bullsquid as correct owner + monsters now react to bullsquid spit hit
  • Changed 5 second wait for Gonome to 4 seconds (Before throwing spit)

What to expect from future releases? Well just think about this, 2.5 will be to weapons what 2.1 is to monsters.

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