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 Post subject: Patch notes 2.5 beta
 Post Posted: Fri May 23, 2014 11:12 pm 
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Patch 2.5 compared to beta 3
12-6-2014

AI modding
-Modded bots now have a special icon in front of their name

Replays (also for previously recorded replays)
These fixes also affect replays that were recorded before this patch
-Fixed an issue where some replays wouldn’t show up in the replay browser.

Replays (newly recorded only)
These fixes only affect newly recorded replays
-Fixed that if host migration happened twice shortly after each other, bases and turrets would sometimes disappear from the replay for up to ten seconds.
-Replays files are now not stored until 30 seconds after they are finished to avoid abuse

General
-Improved framerate at bottom lanes of Aiguillon, Sorona and AI Station. This is most noticeable around the bottom turrets of Aiguillon. Results will vary per computer, but especially on older videocards the framerate might in some cases go up with as much as 50%.
-Fixed that some sounds would sometimes have a fastly ticking sound added to them.

Skree
-Totem healthbar is now positioned correctly on the art and in replays
-Saw blade now has a small delay before it can be pulled back (0.3s)
-Reduced the lifetime of totem of power from 10s to 7s
-Reduced the range of lightning rod from 8 to 7

Penny
-Sentient rock, price increased from 95 to 135 Solar per stage
-Reduced health from 130 to 120
-Reduced the explosion range of pounce slightly

Sentry
-Disguise moustache, price increased from 185 to 225 Solar per stage
-Not so serious tank, added a third stage
-Not so serious tank, price reduced from 210 to 145 Solar per stage
-Not so serious tank, damage reduced from 2 to 1 per stage
-Black hole sun, reduced the gravity by 15%
-Bug detector, gravity reduced to 35%



Patch 2.5 beta 3
6-6-2014

NEW: Brazilian Portugese language support
This is a big operation, so please report any text issues you encounter in the beta, also in the languages that were already in the game!

AI modding
Most of these features are only available if custom bots are enabled in Custom Games.
-Can now see AI search areas. Press ctrl+F6 to see them. Shows search areas only for the selected character. If no character is selected, shows them for all characters. This feature flickers like crazy, so don’t use it if you have epilepsy risks!
-Can now see logging printed by the “log” block. Press alt+F6 to turn on log visualisation.
-Added a button to the AI debugger (F4 editor) to show named areas. The name of each area is shown at its top-left corner.
-Added a button to show pathfinding nodes and paths. Some nodes have a name: those are shown directly next to the node. A couple of the paths are only accessible to some classes, which is visible by their colour. The dark red ones are only for Yuri, while the blue one (only one in Ribbit) is for everyone but Clunk.
-AI debugger (F4 editor) now also works on Mac and Linux.
-Can now expand executeBehaviourTree blocks to see the full AI that is inside them.
-Can now step through AIs in real-time. Open the F4 editor, select an AI and press the cogs with the + to open the AI editor. Step to the next tick using the cog with the arrows around it. After the first update the AIs while light up in green to show which blocks have been executed. Press B while hovering over an AI block to set a breakpoint there (game will pause when it is encountered).
-Checked why AI reloading didn’t work, turned out it already worked: you need to kill the character after reloading its AI. There is a button to kill the selected character in the F4 editor (figure with a red cross over it). Reloading is done with the top-right button (the one with the circular-arrows).

Replays (newly recorded only)
These fixes only affect newly recorded replays
-Added Skree’s Lightning Rod attacks

General
-Shop will again close automatically when the droppod is launched.
-Decreased volumes of low health warning, shooting turrets, damaged turret electric effect, turret under attack alarm.
-Fixed that first blood and double kill often were inaudible

Gnaw
-Health reduced from 140 to 135

Sentry
-Bug detector, gravity reduced from 75% to 50%
-Photon mines, lifetime reduced from 2.5s to 2s

Penny
-Pounce, stun reduced from 0.65s to 0.4s
-Claw, damage reduced from 10 to 9

Ted McPain
-Shotgun, damage against turrets reduced by 20%
-Ted Mc Pain figurine, shotgun damage reduced from 5 to 4 per stage
-Shotgun, attackspeed reduced by 20%
-Stimpack, attackspeed increased by 5%

Skree
-Spare blade doesn’t return to Skree after dying
-Totem of power, fixed an issue where the health added over time would only increase the max health
-Totem of power, now turns it face away of skree (in disapprovement) when summoning





Patch 2.5 beta 2
28-5-2014

DUE TO A BUG THIS VERSION DOES NOT RECORD REPLAYS!

AI modding
-The Ronitech AI Debugger is now added. Press F4 in a Custom Match with custom bots enabled to open it. Click a bot to view its current state. The AI Debugger is automatically disabled when there are online players in the match. (Note that a bunch of features are still missing: reloading an AI without restarting, AI logging, AI search area visualisation, path visualisation, real-time AI debugging, and the AI Debugger doesn’t seem to open on Mac and Linux yet.)
-Included more example AIs with the game.
-The AI editor is now also included with the game on Mac. It is only a Windows executable, so you need Wine to run it on Mac. (Due to a mistake it is not currently in the Linux version. We’ll look into what went wrong and hopefully fix that in the next beta.)

Replays (also for previously recorded replays)
These changes also affect replays that were recorded before this patch
-Replays now start with a hidden playdock (so that you are not spoiled on the length of the match if you don’t want to know it).

General
Fixed that the flying droid created by Genji or Raelynn could become invisible for other players

Gnaw
-Weedlings already planted, now gain any upgrades bought directly instead of replanting them

Voltar
-Drones already in play, now gain any upgrades bought directly instead of resummoning them

Derpl
-Deployment pads, fixed a bug where it could be triggered multiple times

Penny
-Fixed a text error in Penny’s movement description

Sentry
-Interrogation answering machine, description now shows the correct value
-Teleport beacon, fixed an issue where multiple beacons could be placed after death

Skree
-Alien hula girl, description now shows the correct values
-Pills for the mind, removed second stage
-Lashes of the goddess, price increased from 145 to 180 Solar per stage
-Soul connectors, price reduced from 195 to 175 Solar per stage
-Totem of power, health reduced from 100 to 60
-Totem of power, cooldown increased from 10s to 14s
-Totem of power, health now increases over time 30hp in total
-Totem of power, reduced throwing range by 20%
-Voodoo doll, price increased from 145 to 175 Solar per stage
-Mask of fear, price increased from 130 to 165 Solar per stage
-Scruffy towel, lifesteal increased from 10% to 20%
-Spare blade, description now also states the +1 damage it adds
-Spare blade and steel drum effects switched
-Lightning Rod no longer targets Voltar drones and Cocoons
-Lightning Rod lightning no longer bounces behind turrets
-Lightning Rod no longer follows teleported targets
-Fixed Lightning Rod graphic glitches
-Fixed Totem of Power sliding bug
-Creeps and bots now attack the Totem of power




Patch 2.5 beta 1
23-5-2014

NEW character: Skree
Skree, the powerful but superstitious techno shaman.

Saw Blade
Shoot a blade that spins in position for a limited amount of time. You can shoot it forward by pressing the skill's button and you can place it by pressing again. Pull it back by pressing a third time. The blade deals damage shooting out and coming back, and also deals damage while spinning in place.

Totem of Power
Place a robotic wall that blocks enemy movement and attacks.

Lightning Rod
Shoot Lightning that bounces to several enemies.

Jump
Skree floats on a swirling set of blades. Hold the jump button to keep floating at the same altitude.

NEW: AI modding
The AI editor is now distributed with the game. All platforms can load modded AIs, but the AI editor itself is only available on Windows. Check this topic for a guide on how AI modding works: AI modding guide

General
-Turrets no longer receive damage until they hit a target
-Turrets stop taking damage if they haven’t been able to hit a target for 3s while firing
-Fixed an issue where characters that can float would sometimes not be able to jump when standing on a platform that was moving down
-Improved jumping responsiveness when already pressing jump just before actually hitting the ground
-Fixed that bullet detonation did not work anymore if you had been stunned after firing the bullet

Replays (also for previously recorded replays)
These fixes also affect replays that were recorded before this patch
-Deathmatches now lock the camera correctly between the arena bounds instead of allowing you to see the complete level
-When using a controller, mouse-overs will no longer be active
-Clicking on the minimap will now move the camera to the clicked on location
-Alt-tab will no longer pause the replay
-Upon a player disconnecting, the statistics will no longer show their data or duplicate other data
-Upon a player disconnecting, their character portrait will now disappear accordingly

Replays (newly recorded only)
These fixes only affect newly recorded replays
-The replay menu now indicates which players are bots by showing a bot icon on the character icons
-New statistics have been added: Damage done/taken, DPS and Healing done/taken


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 Post subject: Re: Patch notes 2.5 beta 1a
 Post Posted: Fri May 23, 2014 11:18 pm 
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olivier wrote:
-Fixed that bullet detonation did not work anymore if you had been stunned after firing the bullet


Thanks a lot! This was very annoying when you fired a Coco LB but because of being stunned (or dead) you couldn't detonate it at the time you wanted to.

Overall though, good patch so far! Can't use the AI Editor for *, but Skree is extremely fun to play and the turret shields may finally put an end to turret cheesing! :thumb:

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 Post subject: Re: Patch notes 2.5 beta 1a
 Post Posted: Fri May 23, 2014 11:20 pm 
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DarkDXZ wrote:
Overall though, good patch so far! Can't use the AI Editor for *, but Skree is extremely fun to play and the turret shields may finally put an end to turret cheesing! :thumb:

Why? What's wrong with the AI editor?

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 Post subject: Re: Patch notes 2.5 beta 1a
 Post Posted: Fri May 23, 2014 11:20 pm 
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WarioJim wrote:
DarkDXZ wrote:
Overall though, good patch so far! Can't use the AI Editor for *, but Skree is extremely fun to play and the turret shields may finally put an end to turret cheesing! :thumb:

Why? What's wrong with the AI editor?


Let's just say it's not exactly responsive, but I'm simply not used to it yet.

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 Post subject: Re: Patch notes 2.5 beta 1a
 Post Posted: Fri May 23, 2014 11:25 pm 
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The turret shields sound very very interesting.
Interested to see how much this helps.


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 Post subject: Re: Patch notes 2.5 beta 1a
 Post Posted: Sat May 24, 2014 12:04 am 
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might as well remove longcat while we're at it

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 Post subject: Re: Patch notes 2.5 beta 1a
 Post Posted: Sat May 24, 2014 12:06 am 
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Zardoz wrote:
might as well remove longcat while we're at it

IKR? :^(

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 Post subject: Re: Patch notes 2.5 beta 1a
 Post Posted: Sat May 24, 2014 1:49 am 
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Hm, interesting so far. The changes look interesting.

It has probably been answered elsewhere already, though I'll just ask here: Will the AI editor remain Windows exclusive, or will version for the other platforms be provided somewhere later in the beta/on official patch-release?

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 Post subject: Re: Patch notes 2.5 beta 1a
 Post Posted: Sat May 24, 2014 2:50 am 
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I'm a little concerned about the turret shields.

Even though it would fix outranging with longcat, Yuri's laser and Sentry's mines, it also effects turret poking with evil eye and bouncing dynamite.

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 Post subject: Re: Patch notes 2.5 beta 1a
 Post Posted: Sat May 24, 2014 4:52 am 
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O_O Props to you guys for working fast, which implies the working is hard.


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