Von Dusk wurde heute die mit ETQW 1.5 kompatible Version A4 veröffentlicht. Einige Bugs wurden behoben, und Neues hinzugefügt. Den Download gibt es natürlich bei uns.
Changelog: […]
[quote]========= Changelog
Packs reworked in line with vehicle changes. Health and repair has been combined to a ‘Supply Pack’ (currently using health pack model), ammo remains the same, Fuel Cell added (using the fugly orange skin).
Can now switch weapons in water. Pistol, pliers and packs usable in water. Packs now float in water.
Weapons that had crosshair set to “none” would use a ‘dot’ crosshair, now it uses the normal crosshair center (which is changable via options). Makes it a bit clearer where the knife/spike is aiming since it uses a direct trace for hit detection (however see below for oppressor changes to that).
Pistol: Clip increased to 20, ammo on spawn increased to 180.
Ammo Pack: rifle grenade increased form 2 to 5. Rockets from 5 to 10.
Electroshock Mine: Vehicle damage decreased from 1000(!) to 100.
Fix: Can no longer drop spikes, which lead to having no weapon
Pickups: Range to pickup/use mow matches crosshair feedback.
Tooltips: Added for how to pickup/use pickups and packs.
Crates: Health and Ammo Given per use decreased, and time to use them increased.
Vehicles: No longer take damage while disabled. Weapons now use ammo (global pool on vehicle), and fuel, restock by giving it respective pack.
Trojan: Now has a cargo hold for each pack type, store a pack by aiming at cargo hold and firing. Retreive by pressing activate.
Bumblebee: Friction incresed for wheels to allow landing or uneven roofs without it rolling off.
Stroycells: Only usable by strogg now. Dropped-on-death stroycells can be used with activate/pickup key. Bodies now spew forth juicy juicy stroycells when ‘killed’.
Arrows no longer drawn above enemies heads.
Crates/pickups can no longer be used by enemy team.
Strogg: Respawn time increased to 20 seconds. Slight health scaling by number of GDF players. Spikes: Damage decreased for all, sticking together and swarming gdf is a more crucial tactic.
GDF: Limit of 5 players enforced. Limited to one player per class (except soldier). If you choose a already filled class you will be forced to a soldier. A fire team is automatically created and players auto join it. Fireteam list always show, overriding ui setting. This fireteam can’t be disbanded or players kicked from it.
Bots: Less chance of noticing players in disguise. Only start strafe manuvers when running you down when they get close or are hitting them. More persistant in hunting you down over long distances.
Soldier: Health increased to 140, packs decreased to 2. Primary weapons limit increased to 3, secondary to 2.
Engineer: deploy tool back, but can only deploy antipersonel. Antipersonal Turret: Uses ammo, restock by giving it an ammo pack. Deploys with no ammo.
Medic: On sucessful revive medic gets 4 seconds invulnerability. Defribulators now heal.
Covt ops: Now has normal grenades instead of emp. Speed decreased a bit.
Aggressor: Binoculars no longer give faster speed. Overall speed slightly increased.
Technician: Stroycells removed.
Oppressor: Has small radius damage for near hits (or more specifically every attack that doesnt get a hit will try a radius damage).
Invulnerability on being revived increased from 2 to 4 seconds.
Ark: Inititial support.
Known bugs and Limitations
Covt Ops: Disguising will make you loose any primary weapon held, and prevent you from packing up any more until you respawn. (yes still, but there’s a reason I’m dragging my heels on this one).
Current weapon does not show when in water.
Clip count issues still untouched from previous version.[/quote]