This is it. We're going for a full-scale playtest, done pug-style. We need as many testers as we can possibly get, so I'll need you guys to tell everyone you know. If they don't have access, get them to post and we'll be updating the tester access as often as we can. Server details will be as always, but join tester chat for more info on the day. We won't have a test-list as the intention is to just play the game for a few rounds and see how it goes.
RC8 Changelog Changes: Fixed revive icons not showing up over dead players (regression from RC7) Game time counter now restarts when the game starts. During commander vote it will appear in a grey colour. mp_timelimit can now be used to set the countdown time during game. This is relative to when the game started (e.g. mp_timelimit 3 will set the end game time to be 3 minutes after the game started) Testing out new targeting behaviour: targets will not be delayed but instead blink every second when the target is going out of range UI improvements for orders: order icons have been changed to be more consistent with the order type (orders targeting entities are diamonds and orders on positions are hexagons), the order type is now displayed next to the order (helps new players), and order-specific information now appears next to the order (e.g. distance-to for positional orders, target HP for guard order, and target name for attack entity order) Known issues: There may be display corruption of the repair/structure health bar when the player has an active order (needs verification) You spawn with 0 engineer charge if you killspawn (it should still recharge normally) See our issue tracker for a full list of known bugs and feature requests SVN revision: 998 Git commit: f85a6dd4ff0c4c71916fa1608a9e557833aef731
This isnt a bug (3rd time) this was implemented as a feature (a long time ago if i remember) to stop sole engineers keeping raxes alive by killspawning
The bug is that when you killspawn, your calculator doesn't recharge at all. It's supposed to start at zero and start recharging from the, but it gets locked at zero until you die normally.
Post them in the feedback thread I made though. Also, for the most part, I think that went really well. Game was pretty damn stable, gameplay was fun, things just ran pretty smoothly. Big up to Jephir and Beerdude for putting in the time to get the game to that state. Thanks go to all that attended.
I really enjoyed myself apart from some stupidity on the canyon game but in the end I ruined a ninja attempt so it's all good(MOVE JEPHIR, MOOOOFFF). Encountered some bugs but they were only visuals nothing that made me have less fun. On escort I could barely kill anything for some reason, even after fixing up my rates.
You mean the one were Alpha squad lost us the game in the beginning because they did not spawn in the forward barracks after being killed. ? Except for that(And me crashing as I tried to build another forward barracks) it was worthwhile and fun. I must admit though that I, among many others, was somewhat unsure as to whether cutting the armour health by 50% would be a good idea. But after having played for hours I must say that the new pacing is fantastic; the game has become much more intense. Hence, on valley I nearly ended up dead due to a carefully planned ninja attack. Something that wouldn't even have been tried before as the CVs were way too powerful for that to work in the first place.