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{
"^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."
}
}
|