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AOW2 - v15 beta 1 (r3306) 
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Joined: Wed Apr 14, 2010 4:34 pm
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Location: Finland
Post AOW2 - v15 beta 1 (r3306)
http://aow2.drdteam.org/download/omega_beta_v15_99.pk3

8 months after the last release of AOW2 the next beta build is out. At this point all I can say that the mod has recieved pretty much a complete engine, graphical and balance overhaul.. there's just too much changed to say anything. No changelog yet because it's so massive I haven't gotten it ready yet, that should already be telling enough.

Changelog


Wed Jan 02, 2013 2:03 pm
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Joined: Tue Dec 04, 2012 3:22 pm
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Post Re: AOW2 - v15 beta 1 (r3306)
Why no news in main page?..


Wed Jan 02, 2013 3:38 pm
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Joined: Wed Apr 14, 2010 4:34 pm
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Post Re: AOW2 - v15 beta 1 (r3306)
Moved thread to news, maybe it will now show up.


Wed Jan 02, 2013 3:39 pm
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Joined: Tue Nov 23, 2010 2:04 pm
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Location: Serbia
Post Re: AOW2 - v15 beta 1 (r3306)
From my experience with the news threads, a thread posted in the news section must not be an announcement nor a sticky if you want it to show up in the main page.
On topic: Good job! The players are going to go nuts, but they'll get used to it after a while.


Wed Jan 02, 2013 10:34 pm
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Joined: Wed Apr 14, 2010 4:34 pm
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Post Re: AOW2 - v15 beta 1 (r3306)
Indeed seems so, making it a standard thread makes it show up on the main page, thanks for the tip.


Thu Jan 03, 2013 12:50 am
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Post Re: AOW2 - v15 beta 1 (r3306)
Looks good. Much more playable than the last version 3200 I tested. Seems almost finished.

There are still issues with money going up and down and experience (too easy to advance and 50 points for refining is too little?) . But since this is a beta I'm not sure what should be expected.

Easier to infiltrate buildings is good. I think return of sandbags is good, but I see no limit set to them which I think should apply.

Now that buildings gets destroyed ingame players just need to stay in game and not ragequit directly. Don't know how to accomplish that though. 8-)

I tried to kill a stealth trooper with shock trooper but didn't succeed with thrice the amount of shock that would have killed him last version. In that encounter shock seemed too nerfed but then again I liked it as a spam weapon.

I want the more used options to be easier accessible in the menu. Like c4 addon on top for research and tiberium harvester. Haven't tested but are there shortcut keys you can use in the menu for quick pick ?


Thu Jan 03, 2013 11:02 am
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the All Out War 2 pro

Joined: Sun Mar 25, 2012 12:12 pm
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Post Re: AOW2 - v15 beta 1 (r3306)
iirc stealth troopers have laser armour now too which is probably why

_________________
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Thu Jan 03, 2013 9:07 pm
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Joined: Sat Jul 03, 2010 11:03 pm
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Location: British Columbia
Post Re: AOW2 - v15 beta 1 (r3306)
Also, bullet classes have the ability to tank turrets easier now so they can be used as a louder, brute force base attack method

on the other hand since stealths have laser armour, they take more damage from bullet turrets, so plan your infiltration route accordingly


Fri Jan 04, 2013 12:56 am
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Joined: Wed Apr 14, 2010 4:34 pm
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Post Re: AOW2 - v15 beta 1 (r3306)
Finally added the changelog to OP.


Fri Jan 04, 2013 4:12 pm
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Post Re: AOW2 - v15 beta 1 (r3306)
I dunno where you'd want your bugs but what about here...

AOW07 does not end when all buildings die.

Adv mechs available to res on AOW10 without WF.

RC4 is killed by C4. That's good. But it is not affected by kami which is a larger explosion.

Visible timers on crate upgrades are good. But I think timer should not apply to speed upgrade. If it should be finite it could perhaps depend on moved distance instead of time.

I don't think timer was visible on radar upgrade either.

Iron curtain (1000 health) disappears when advancing rank. Vision isn't b/w which well, was cool, but shouldn't be missed.

Time gun speed boost costing health I think is illogical and makes it hard to seriously use. Better if it used regular ammo.

Medic gun disarms mines, and someone said it repairs buildings as well.

Research does not always work despite enough money.

Single click to activate suicider pack doesn't seem to work as regular suicider? longer press required.

Plasma cannon timer goes to negative values and has wrong team color for blue (or was it red) when fired.

More good stuff that I can recollect:
Imp attack: genius! Can we have an Imp invasion instead of base crasher too :-)
Less bad crates
Util ammo gone
New berserk: fun!
Auto refill in spawn room.
New mech interior


Sat Jan 05, 2013 8:23 pm
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Joined: Wed Apr 14, 2010 4:34 pm
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Location: Finland
Post Re: AOW2 - v15 beta 1 (r3306)
K4r4t3k4n4k4s wrote:
AOW07 does not end when all buildings die.

I think I've addressed this with a rewritten end-of-game check.

K4r4t3k4n4k4s wrote:
RC4 is killed by C4. That's good. But it is not affected by kami which is a larger explosion.

Strange. They're both of explosive damagetype. Unless they're not...

K4r4t3k4n4k4s wrote:
Visible timers on crate upgrades are good. But I think timer should not apply to speed upgrade. If it should be finite it could perhaps depend on moved distance instead of time.

This would be pretty difficult to implement, though..

K4r4t3k4n4k4s wrote:
I don't think timer was visible on radar upgrade either.

The radar crate is indefinite right now. The entire crate is sort of experimental..

K4r4t3k4n4k4s wrote:
Time gun speed boost costing health I think is illogical and makes it hard to seriously use. Better if it used regular ammo.

The reasoning behind here is that in old versions time cops were seriously annoying to fight back since they just used their hyperspeed and fled away when getting hurt, with this system if they are hurt they will just die if they try to run.

K4r4t3k4n4k4s wrote:
Medic gun disarms mines, and someone said it repairs buildings as well.

The former is fixed, I'll have to check the latter.

K4r4t3k4n4k4s wrote:
Research does not always work despite enough money.

The credit display is bugged as hell, I've already rewritten it for next beta.

K4r4t3k4n4k4s wrote:
Single click to activate suicider pack doesn't seem to work as regular suicider? longer press required.

They should be identical, since the item-activated one exactly makes you a regular suicide bomber.

K4r4t3k4n4k4s wrote:
Imp attack: genius! Can we have an Imp invasion instead of base crasher too :-)

Heh, it was meant as a joke though it's fun to know it's not ruining everything.


Sat Jan 05, 2013 10:13 pm
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Joined: Tue Nov 23, 2010 2:04 pm
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Post Re: AOW2 - v15 beta 1 (r3306)
I don't know if you guys know it or not since I don't log in at IRC anymore, but it hasn't been mentioned on the forums so I'll say it just in case: One day when I entered the server with this version, I saw people who managed to apply stealth to all weapons, not just the stealth laser rifle. IIRC when it's applied to a SSG, the user doesn't even destealth.


Sun Jan 06, 2013 11:13 pm
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Joined: Fri Feb 17, 2012 4:02 pm
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Post Re: AOW2 - v15 beta 1 (r3306)
So when's the next beta coming out ? if any

I think we've played this one enough :-)


Sat Jan 12, 2013 12:29 pm
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Joined: Tue Dec 04, 2012 3:22 pm
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Post Re: AOW2 - v15 beta 1 (r3306)
Now mines can be destroyed from 1 grenade. Bad idea.
Fucking shit, my credits like to disappear from inventory, lol and I can't buy anything with 15k money.
MGner and Minigunner are OP now. Thx bulletproof. May be make this armor weaker?


Sun Jan 13, 2013 5:43 pm
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