{ "^3Welcome^7" { "In this section you will find a summary of major changes since 1.1. It is " "not a complete list. In general, all things have been tweaked for balance in " "some way.\n\n" "We hope you enjoy playing. Your support gives us valuable data and " "feedback as we work to bring you Tremulous 1.2. Please report all bugs. Thank " "you." } "Alien Healing" { "The most important change for Alien players to know is that their healing " "rate is slower away from creep. To counter this, healing near Boosters " "and Basilisks is greatly accelerated.\n\n" "Watch the health cross icon on your " "HUD to see what your healing rate is. If the icon glows, you are on " "creep. If you are near a booster or basilisk, you will see two " "(2X healing) or four (3X healing) barbs around the health cross." } "Build-point Changes" { "Structures destroyed by enemy players will not immediately become available " "for reuse, but instead enter a queue. Build points will gradually leave the " "queue to become available again, at a rate proportional to the amount of " "points in the queue.\n\n Repeaters can be built at any stage and come with 20 " "BP that can only be used nearby to facilitate making small outposts. Aliens " "do not have a structure that provides additional buildpoints, but they have 150 " "overall BP to compensate." } "Marked Deconstruction" { "The deconstruction method has changed. Buildables are no longer instantly " "deconstructed. Instead, a deconstruct mark appears on the health bar. " "Go ahead and build a new buildable somewhere else and the old one will " "be removed automatically. Buildables that are about to be removed by " "constructing the selected buildable glow red." } "Alien Buildables" { "Nearly useless in 1.1, Barricades now have more health, are cheaper to " "build, and will shrink to allow Aliens to pass over them. Acid tubes " "will fire from behind barricades, providing a formidable defense. " "Experiment with blocking off hallways and building staged defenses, but " "keep in mind that low ceilings will prevent Tyrants from returning inside " "the base. Hives are also much improved to become worth building in stage 3." } "Human Buildables" { "Turrets now have a small spin up delay before firing, but they have " "increased range and damage output.\n\n" "To protect against small Aliens getting inside " "the base, build Tesla Generators at Stage 3. Tesla Generators no longer " "require the Defense Computer to function. Instead, the Defense Computer " "will automatically repair Human buildables. Tesla Generators can fire " "over turrets. " } "Human Weapons" { "Most of the human projeciles have a small volume now, making them more " "effective against smaller targets.\n" "The Lucifer Cannon projectile can be fired faster but now takes longer " "to charge. You will be able to hear your teammates overcharge " "their Lucifer Cannon.\n" "The Flamer projectile now gains more of the velocity of its wielder, " "making it easier to chase down aliens without burning yourself to a " "crisp. Other weapons also have smaller changes." } "Lag Correction" { "While the Tremulous implementation of Neil Toronto's unlagged is " "becoming widely accepted, we also implement client-side improvements " "not possible in 1.1 servers. For those who insist on leading their " "attacks, setting cg_unlagged to 0 will disable backward reconcilliation " "on your hitscan weapons." } "Sprint" { "The sprint bind has changed from \"boost\" to \"+button8\"; you can bind it " "in the options menu or in the console (\\bind shift +button8). Now, instead " "of tapping the button while moving to start sprinting, just hold it down " "and let go to stop. Alternately, you can change this to a toggle behavior " "with cg_sprintToggle. \n\n" } "Dodge" { "Humans also have a new movement ability: dodge. You can bind it in the " "options menu or the console (\\bind shift +button6). When strafing or " "walking backwards, press the dodge key to make a quick, low jump. You " "can bind this to the same key as sprint in the console with \\bind shift " "\"+button8; +button6\"" } "Headshots" { "Headshots on unarmored humans only cause 150% damage. Battlesuit and " "helmet protection have been reduced so headshot damage remains the same." } "Dretch" { "Dretches are slightly faster and can now damage any human structure while it " "is still building, but can no longer damage turrets and teslas that " "have been completed." } "Basilisk" { "Basilisks provide regeneration boosting auras to nearby teammates: 2x " "from regular and 3x from advanced basilisks. Their footsteps are also " "silent for greater stealth." } "Marauder" { "The Adv. Marauder's electric shock damage is no longer split between its " "targets, making it more effective against large groups of humans and " "buildables. Targets are now chosen slightly differently: instead of " "each new chain section originating from the previous target, it will " "originate from the first target." } "Dragoon" { "Advanced dragoons are now available at stage 2. Both dragoons have the " "range of their chomp attacks lowered, but their pounce attacks are much " "more useful. Try to use pounce to pin a human to the wall before chomping." } "Tyrant" { "The Tyrant is now a weaker class as its health has been lowered and " "turret damage is greater. To counter this, Tyrants can charge for longer " "periods of time, hit targets multiple times in a single charge, " "and crush any Humans they land on top of. Trample charge does not " "instantly release when full but can be held for two seconds. Trample " "attacks on a human pinned against a wall are VERY powerful. Use this to " "your advantage. The Tyrant's healing aura has been removed; find a " "booster or a basilisk to heal faster." } }