Version 1.4 Open Beta Changelog ​

Supa said: Since I came back to run the internal beta team, there have been concerns of attendance, and how we intend to stress test release ready builds of the game with only a handful of players. The answer wasn't direct, but more so an opportunity to try something different. Open Beta is an idea that I had come up with before I retired in 2010, because of the decreasing number of testers that were attending the internal testing sessions. It was an idea to help me stress test builds, but it also served to provide the community with some much needed insight into changes that were being made before they were released to the public. Some developers post their changelogs as they go, this is our answer.



I know having an Open Beta in a game that is more or less already released sounds awfully silly, if it were to be taken out of context. Not every release we make will require this sort of large scale testing, but in this case we need a little reinforcement to bolster our internal testing efforts for this build, especially to the lightsaber system which has received extensive changes this build. There are a fair number of quality of life changes to classes that will also hopefully bring us closer to better overall balance.



Version 1.4 is our answer to a growing community, and was intended to help satisfy the appetite of that new community after the release of The Force Awakens that came out in December. Click to expand...

General Gameplay

Wookiee

Change : Reduced fury gain from damaging enemies while in rage mode by 30%. Reduced fury bonus from killing enemies in rage mode by 35%.

Super Battle Droid

Change : Slap damage reduced from 30 to 10.

: Slap damage reduced from 30 to 10. Fix : Blast Armor now reduces melee damage by 20% in addition to 40% explosive damage reduction. Previously did not reduce melee damage despite its class configuration description.

Mandalorian

Change : Wrist Blaster no longer has an initial cooldown on firing. Reduced ammo before overload from 5 to 2 and decreased its regeneration rate from 1 ammo per 3 seconds to 1 ammo per 5 seconds.

Player Movement

Change : Crouch now reduces force push/pull displacement by half.

: Crouch now reduces force push/pull displacement by half. Change : Crouch/Dive can now be performed into walls and slopes.

: Crouch/Dive can now be performed into walls and slopes. Fix : Wallgrab release inducing falling damage even when releasing from a close distance to the ground, when the wallgrab had been initiated from falling off a ledge rather than jumping off of it.

Lightsaber System

Jedi versus Sith, Jedi versus Jedi, Sith versus Sith

New : Yellow style now has a saber vs saber perk. Perfect blocks with yellow drain 1 ACC from attacks.

: Yellow style now has a saber vs saber perk. Perfect blocks with yellow drain 1 ACC from attacks. New : Saberists can now continue the swing chain with a halfswing after performing a swing feint (interrupting a swing by pressing reload).

: Saberists can now continue the swing chain with a halfswing after performing a swing feint (interrupting a swing by pressing reload). New : Can now shut off saber when in nudge by pressing use + reload.

: Can now shut off saber when in nudge by pressing use + reload. New : Nudge has been reintroduced upon saber/saber or saber/body collisions, when not attacking.

: Nudge has been reintroduced upon saber/saber or saber/body collisions, when not attacking. New : Saber/saber clash SFX and GFX have been reintroduced.

: Saber/saber clash SFX and GFX have been reintroduced. New : Perfect block is now called full perfect block. Being full perfect blocked now prevents the continuation of swing chains.

: Perfect block is now called full perfect block. Being full perfect blocked now prevents the continuation of swing chains. New : Semi-perfect block : Similar to full perfect block, but can be performed when attacking, running, walking and rolling (not knocked down or in a getup animation), and only negates BP drain and ACC gain. Does not stop combos nor benefits from any perk such as purple ACC gain on PB or yellow ACC drain on PB. Semi-perfect block triggers yellow flashes on the crosshair and BP bar.

: : Similar to full perfect block, but can be performed when attacking, running, walking and rolling (not knocked down or in a getup animation), and only negates BP drain and ACC gain. Does not stop combos nor benefits from any perk such as purple ACC gain on PB or yellow ACC drain on PB. Semi-perfect block triggers yellow flashes on the crosshair and BP bar. New : Being hit by a non-parried saber swing now always triggers a blocking animation from which a half-swing (called "counter") can be performed.

: Being hit by a non-parried saber swing now always triggers a blocking animation from which a half-swing (called "counter") can be performed. New : Half-swings performed from nudges, chain pauses and blocking animations are now of similar speed in all directions and spinning moves no longer occur in these cases. Swings chained in the air are unchanged.

: Half-swings performed from nudges, chain pauses and blocking animations are now of similar speed in all directions and spinning moves no longer occur in these cases. Swings chained in the air are unchanged. New : Counters performed off of a full perfect block are instantaneous and deal 1.2 times BP drain regardless of swing blocking, walking or running.

: Counters performed off of a full perfect block are instantaneous and deal 1.2 times BP drain regardless of swing blocking, walking or running. New : Parrying now drains BP depending on which stance is being used with respect to the opponent's. For this feature, Blue/Cyan/Duals count as light styles, Yellow/Staff count as medium styles and Red/Purple count as heavy styles. Parrying against the same weight class or lighter results in 1 BP loss, a weight class one level above 2 BP loss, and a weight class 2 levels above 3 BP loss.



: Parrying now drains BP depending on which stance is being used with respect to the opponent's. For this feature, Blue/Cyan/Duals count as light styles, Yellow/Staff count as medium styles and Red/Purple count as heavy styles. Parrying against the same weight class or lighter results in 1 BP loss, a weight class one level above 2 BP loss, and a weight class 2 levels above 3 BP loss. New : When reaching/having 0 BP after a parry/cancel-out or after being semi-PBed, it is no longer possible to continue on with the combo.



: When reaching/having 0 BP after a parry/cancel-out or after being semi-PBed, it is no longer possible to continue on with the combo. Change : Force lightning now stuns Jedi/Sith equipped with a lightsaber if force focused or too low on FP (relative to FB level).

: Force lightning now stuns Jedi/Sith equipped with a lightsaber if force focused or too low on FP (relative to FB level). Change : ACC gain is removed from all saber special moves except DFAs (Forward+Jump+Attack).

: ACC gain is removed from all saber special moves except DFAs (Forward+Jump+Attack). Change : When pausing after a chain during a combo, the saberist now regains the ability to gain ACC for the next chain; a chain being a set of consecutive swings, as opposed to pausing then doing a half-swing; being hit and performing a counter also resets the chain, as does performing a consecutive swing in the air (while not hitting another opponent).

: When pausing after a chain during a combo, the saberist now regains the ability to gain ACC for the next chain; a chain being a set of consecutive swings, as opposed to pausing then doing a half-swing; being hit and performing a counter also resets the chain, as does performing a consecutive swing in the air (while not hitting another opponent). Change : Consecutive body hits within a single chain now only drain 0.5x as much BP. Only the first hit of a swing chain drains the normal 1.0x amount.

: Consecutive body hits within a single chain now only drain 0.5x as much BP. Only the first hit of a swing chain drains the normal 1.0x amount. Change : Dual style slapping BP drain reduced from 16 to 8, dual now has the same increase in blocking arc as staff.

: Dual style slapping BP drain reduced from 16 to 8, dual now has the same increase in blocking arc as staff. Change : Slightly reduced purple, staff and dual styles' attacking power. Significantly reduced red style's attacking power. Increased cyan's defensive power.

: Slightly reduced purple, staff and dual styles' attacking power. Significantly reduced red style's attacking power. Increased cyan's defensive power. Change : Red BP drain on PB perk removed and given to cyan; cyan BP drain on parry removed. Red stagger on 3rd hit is now a shorter stagger (i.e. the player still cannot block blasterfire or PB swings during the stagger, unlike the flinch feature versus gunners).

: Red BP drain on PB perk removed and given to cyan; cyan BP drain on parry removed. Red stagger on 3rd hit is now a shorter stagger (i.e. the player still cannot block blasterfire or PB swings during the stagger, unlike the flinch feature versus gunners). Change : Saber stagger speeds are now the same in every direction.

: Saber stagger speeds are now the same in every direction. Change : Walking non-swing blocked saber swings now only deal 1.1 times more BP drain (down from 1.2 times), and running swings only deal 1.0 times more BP drain (down from 1.2 times).

: Walking non-swing blocked saber swings now only deal 1.1 times more BP drain (down from 1.2 times), and running swings only deal 1.0 times more BP drain (down from 1.2 times). Change : Perfect block (full and semi) zones have been made smaller overall.

: Perfect block (full and semi) zones have been made smaller overall. Change : Overall BP drains have been increased by 1.2 times.

: Overall BP drains have been increased by 1.2 times. Change : ACM offsets are now the same for all styles. ACM = ACC - 1 for all styles. One exception has been added regarding ACC loss behavior: Blue/Cyan styles lose 2 ACC instead of 1 when bodyhit by styles other than Blue/Cyan, and when perfect blocked by Yellow. Blue/Cyan still lose only 1 ACC when bodyhit by Blue/Cyan.

: ACM offsets are now the same for all styles. ACM = ACC - 1 for all styles. One exception has been added regarding ACC loss behavior: Blue/Cyan styles lose 2 ACC instead of 1 when bodyhit by styles other than Blue/Cyan, and when perfect blocked by Yellow. Blue/Cyan still lose only 1 ACC when bodyhit by Blue/Cyan. Change : Slightly reduced the minimum delay between two saber strikes on a single opponent for blue style (other styles are unchanged).

: Slightly reduced the minimum delay between two saber strikes on a single opponent for blue style (other styles are unchanged). Change : Blue style's swing chaining capacity is now 2 swings instead of 8.

: Blue style's swing chaining capacity is now 2 swings instead of 8. Fix : Blue style's diagonal bouncing animations now work correctly.

: Blue style's diagonal bouncing animations now work correctly. Removed : Direction restrictions for chaining swing combos have been lifted for all styles.

Jedi/Sith versus Gunners

New : Jedi/Sith now have a universal 20% damage reduction in addition to the 0.75x when blocking. Does not apply when swing-blocking.

: Jedi/Sith now have a universal 20% damage reduction in addition to the 0.75x when blocking. Does not apply when swing-blocking. New : Saber-out melee moves like slap and jump kick are now stopped and cause a stagger when shot by a projectile from very close range.

: Saber-out melee moves like slap and jump kick are now stopped and cause a stagger when shot by a projectile from very close range. New : Flinch : Flinches are short directional staggers during which it is possible to use saber melee moves or block blaster fire if not pressing attack. Flinches now occur when a player who is not swing blocking gets shot by an opponent at very close range.

: : Flinches are short directional staggers during which it is possible to use saber melee moves or block blaster fire if not pressing attack. Flinches now occur when a player who is not swing blocking gets shot by an opponent at very close range. New : When a projectile hits a lightsaber, it will trigger a block from the saberist if the shot was going to hit his body or pass very close to his body, both when not attacking or when swing blocking; otherwise it will pass through the lightsaber.

: When a projectile hits a lightsaber, it will trigger a block from the saberist if the shot was going to hit his body or pass very close to his body, both when not attacking or when swing blocking; otherwise it will pass through the lightsaber. Change : Force sense level 3 no longer has a cost and does not impede FP regeneration while meditating.

: Force sense level 3 no longer has a cost and does not impede FP regeneration while meditating. Change : Base saber deflection arc increased to 180°.

: Base saber deflection arc increased to 180°. Change : Medium style point costs changed from 6/8/6 to 8/2/4.

: Medium style point costs changed from 6/8/6 to 8/2/4. Change : Purple style swing damage reduced from 440 to 320, red style swing damage reduced from 600 to 450.

: Purple style swing damage reduced from 440 to 320, red style swing damage reduced from 600 to 450. Change : Automatic blocking saber animations upon incoming projectiles now occur at all ranges, only when actually deflecting projectiles and not when projectiles pass close by, and they lead to half-swings similar to the nudging ones (no more instantaneous swings).

: Automatic blocking saber animations upon incoming projectiles now occur at all ranges, only when actually deflecting projectiles and not when projectiles pass close by, and they lead to half-swings similar to the nudging ones (no more instantaneous swings). Removed : All saber vs gun stance perks have been removed, with the exception of duals and staff which now both have an increased deflection arc. (Red style damage reduction, purple style FP damage reduction, cyan style acrobatics not requiring FP, blue style blocking blaster shots while performing jump kick with saber out, duals reduced FP cost of force powers and staff increased FP regeneration out of combat).

User Interface

New : Enabled usability hint icon. This appears when something can be interacted with using the Use key. Previously disabled feature from single player.

: Enabled usability hint icon. This appears when something can be interacted with using the Use key. Previously disabled feature from single player. Change : New automatic demo record icon.

: New automatic demo record icon. Change : All UI menu elements are now forced to a 4:3 aspect ratio. This only affects jamp.exe and not mbii.x86 or OpenJK.

: All UI menu elements are now forced to a 4:3 aspect ratio. This only affects jamp.exe and not mbii.x86 or OpenJK. Fix : Open mode lightsaber hilts are listed in alphabetical order.

Effects

New : Added several FX files with additional color variants of existing. You will see these come into effect in Open Mode in Beta 2.

: Added several FX files with additional color variants of existing. You will see these come into effect in Open Mode in Beta 2. Change : Passthrough Deflect color is now orange instead of yellow to better differentiate it between a normal deflect.

: Passthrough Deflect color is now orange instead of yellow to better differentiate it between a normal deflect. Change : All FX have had their physics calculations reduced. You should see some performance gains, particularity if you are using Enhanced EFX.

: All FX have had their physics calculations reduced. You should see some performance gains, particularity if you are using Enhanced EFX. Change : Updated dozens FA file paths to account for merging of files.

: Updated dozens FA file paths to account for merging of files. Fix : FX files have been merged and reorganized to reduce duplicates and to have a more clear structure. Even after additions mentioned above, 84 fx files have been removed and 37 folders have also been removed.

: FX files have been merged and reorganized to reduce duplicates and to have a more clear structure. Even after additions mentioned above, 84 fx files have been removed and 37 folders have also been removed. Fix : Freeing of many basejka FX for use again in things like Full Authentic as our FX no longer overwrite base files.

Spoiler Effect File Changes

blaster/Deflect_Passthrough -> Removed Smoke and changed color to orange.

blaster/wall_impact -> blaster/Impact_Wall01

blaster/wall_impact_enhanced2 -> blaster/Impact_Wall01_E

blaster/droid_impact -> blaster/Impact_Droid

blaster/flesh_impact -> blaster/Impact_Flesh

blaster/muzzle_flash -> blaster/MuzzleFlash01R

blaster/shot -> blaster/Shot01R



bryar/muzzle_flash -> blaster/MuzzleFlash01R

bryar/shot -> blaster/Shot02R

bryar/deflect -> blaster/Deflect

bryar/flesh_impact -> blaster/Impact_Flesh

bryar/lvl3_shot -> blaster/Shot03R

bryar/crackleShot -> blaster/Shot04R

bryar/wall_impact -> Blaster/Impact_Wall01

bryar/wall_impact_Enhanced2 -> Blaster/Impact_Wall01_E

bryar/wall_impact2 -> Deleted

bryar/wall_impact2_enhanced2 -> Deleted

bryar/npcshot -> Deleted

bryar/altmuzzle_flash -> Deleted

bryar/wall_impact3 -> Blaster/Impact_Wall01R

bryar/wall_impact3_Enhanced2 -> Blaster/Impact_Wall01R_E



bowcaster/shot -> blaster/Shot05R

bowcaster/wall_impact -> blaster/Impact_Wall01

bowcaster/wall_impact_enhanced2 -> blaster/Impact_Wall01_E

bowcaster/deflect -> blaster/Deflect

bowcaster/flesh_impact -> blaster/Impact_Flesh



briar_pistol -> deleted folder

clone_westars - > deleted folder

darkconc -> deleted folder



darts/p_dart -> Darts/Trail_P

darts/t_dart -> Darts/Trail_T



dc-15s/shot -> Blaster/Shot02B

dc-15s/muzzle_flash -> Blaster/MuzzleFlash01B

dc-15s/altmuzzle_flash -> deleted

dc-15s/flesh_impact -> Blaster/Impact_Flesh

dc-15s/wall_impact -> Blaster/Impact_Wall01B



dc17m -> deleted folder

dc-17ms -> deleted folder



demp2/muzzle_flash -> Blaster/MuzzleFlash01B

dempt/projectile -> Blaster/Shot06B

demp2/flesh_impact -> Blaster/Impact_Flesh

demp2/deflect -> Blaster/Deflect

demp2/wall_bounce -> Blaster/Bounce01B

demp2/wall_bounce_Enhanced2 -> Blaster/Bounce01B_E

demp2/wall_impact -> Blaster/Impact_Wall01B

demp2/wall_impact_enhanced2 -> Blaster/Impact_Wall01B_E



Disruptor/Deflect -> Blaster/Deflect



ee3/blaster_shot -> Blaster/Shot07R

ee3/flesh_impact -> Blaster/Impact_Flesh

ee3/sniper_shot -> Blaster/Shot08R

ee3/wall_impact -> Blaster/Impact_Wall01

ee3/wrist_shot -> Blaster/Shot09Y



electrostaff -> deleted folder

geocan_dc-17 -> deleted folder



golancr1/muzzle_flash -> Blaster/MuzzleFlash01R

golancr1/shot -> Blaster/Shot10R



greenblaster/crackleshot -> Blaster/Shot04G

greenblaster/flesh_impact -> Blaster/Impact_Flesh

greenblaster/muzzle_charge -> Blaster/MuzzleCharge01G

greenblaster/muzzle_flash -> Blaster/MuzzleFlash01G

greenblaster/pistol_shot -> Blaster/Shot11G

greenblaster/pistol3_shot -> Blaster/Shot03G

greenblaster/rifle_shot -> Blaster/Shot02G

greenblaster/shot -> Blaster/Shot02G

greenblaster/wall_impact -> Blaster/Impact_Wall01



kejjdh17 -> deleted folder



repeater/altmuzzle_flash -> Blaster/MuzzleFlash02B

repeater/deflect -> Blaster/Deflect

repeater/droid_impact -> Blaster/Impact_Droid

repeater/flesh_impact -> Blaster/Impact_Flesh

repeater/muzzle_flash -> Blaster/MuzzleFlash01B

repeater/projectile -> Blaster/Shot01B

repeater/wall_impact -> Blaster/Impact_Wall01

repeater/wall_impact_enhanced2 -> Blaster/Impact_Wall02_E



t21/flesh_impact -> Blaster/Impact_Flesh

t21/wall_impact -> Blaster/Impact_Wall01



T-21/flesh_impact -> Blaster/Impact_Flesh

T-21/shot -> Blaster/Shot12R

T-21/wall_impact -> Blaster/Impact_Wall03



vehicles/droideka/droideka_blasterhit -> Blaster/Impact_Wall03

vehicles/droideka/droideka_blasterhit_enhanced2 -> Blaster/Impact_Wall03_E



westarm5/altmuzzle_flash -> Blaster/MuzzleFlash01B

westarm5/muzzle_flash -> Blaster/MuzzleFlash01B



yellowblaster/altmuzzle_flash -> Blaster/MuzzleFlash01Y

yellowblaster/crackleshot -> Blaster/Shot04Y

yellowblaster/flesh_impact -> Blaster/Impact_Flesh

yellowblaster/muzzle_flash -> Blaster/MuzzleFlash01Y

yellowblaster/pistol_shot -> Blaster/Shot02Y

yellowblaster/pistol3_shot -> Blaster/Shot02Y

yellowblaster/wall_impact -> Blaster/Impact_Wall01Y



pulserocket/explosion -> Rockets/ExplosionPulse

pulserocket/explosion_enhanced2 -> Rockets/ExplosionPulse_E

pulserocket/muzzle_flash -> Rockets/MuzzleFlashPulse

pulserocket/shot -> Rockets/MissilePulse



rocket/shot -> Rockets/Missile



blood/spat_big -> Gore/spat_big

blood/spat_pool -> Gore/spat_pool



gore/spat/spat_big_oil -> Gore/spat_big_oil

gore/spat/spat_big_red -> Gore/spat_big_red

gore/spat/spat_big_yellowgreen -> Gore/spat_big_yellowgreen

gore/spat/spat_pool_oil -> Gore/spat_pool_oil

gore/spat/spat_pool_red -> Gore/spat_pool_red

gore/spat/spat_pool_yellowgreen -> Gore/spat_pool_yellowgreen



conc/shot -> Grenades/GlowConcS

conc/shot2 -> Grenades/GlowConcB

conc/conc -> Grenade/EXP_Conc

conc/conc_enhanced2 -> Grenade/EXP_Conc



firegrenade/shot -> Grenades/GlowFireS

firegrenade/shot2 -> Grenades/GlowFireB



sonicgrenade/shot -> Grenades/GlowSonicS

sonicgrenade/shot2 -> Grenades/GlowSonicB

sonicgrenade/sonic -> Grenades/EXP_Sonic



thermal/shot -> Grenades/GlowFragS

thermal/shot2 -> Grenades/GlowFragB

thermal/realshot -> Grenades/GlowThermalS

thermal/realshot2 -> Grenades/GlowThermalB

thermal/shockwave -> Grenades/EXP_Shockwave

thermal/realthermal -> Grenades/EXP_Thermal

thermal/realthermal_enhanced2 -> Grenades/EXP_Thermal_E



tripmine/shot -> Grenades/GlowEMPS

tripmine/shot2 -> Grenades/GlowEMPB



turret/wall_impact_enhanced2 -> Blaster/Impact_Wall01_E



repeater/concussion -> Blobs/Concussion

repeater/ionblast -> Blobs/IonBlast



forcepowers/inv_wave -> force/inv_wave



vehicles/droideka/death -> Droideka/Death

vehicles/droideka/droideka_blasterhit -> Blaster/Impact_Wall03

vehicles/droideka/droideka_blasterhit_enhanced2 -> Blaster/Impact_Wall03_E

vehicles/droideka/droideka_blastermuzzleflash -> Droideka/MuzzleFlash

vehicles/droideka/droideka_blastershot -> Droideka/Shot

vehicles/droideka/shockwave -> Droideka/Shockwave

vehicles/droideka/sprite -> Droideka/Sprite

deka_shield_impact -> Droideka/ShieldImpact

Models

New : Endor Leia, TFA Luke (robed and robeless variants), 41st Clone, Captain Rex ARC and Emperor Palpatine added to Open Mode.

: Endor Leia, TFA Luke (robed and robeless variants), 41st Clone, Captain Rex ARC and Emperor Palpatine added to Open Mode. New : F-11D weapon model replacement for TFA Stormtroopers in Open Mode.

: F-11D weapon model replacement for TFA Stormtroopers in Open Mode. Change : Updated TFA Stormtrooper, Vitez's combined clone model and Palpatine.

: Updated TFA Stormtrooper, Vitez's combined clone model and Palpatine. Change : Improved Open Mode performance by merging identical models (clonetrooper_ab/rgb > clonetrooper/airborn_rgb, cloneultcom/default > clonetrooper/commander, ailyn_vel/default > gwethenea/ailyn_vel).

: Improved Open Mode performance by merging identical models (clonetrooper_ab/rgb > clonetrooper/airborn_rgb, cloneultcom/default > clonetrooper/commander, ailyn_vel/default > gwethenea/ailyn_vel). Fix : Merged Circa's fix for base lightsaber hilt hand placement. (More information here: https://jkhub.org/files/file/2201-fixed-saber-hilts)

: Merged Circa's fix for base lightsaber hilt hand placement. (More information here: https://jkhub.org/files/file/2201-fixed-saber-hilts) Fix : Old Ben's robes are no longer semi-transparent.

: Old Ben's robes are no longer semi-transparent. Fix : Improved Full Authentic performance and efficiency by fixing shaders, replacing clones with combined models and merging identical GLM's (Official/MGM/CMP/uM).

Official Maps

mb2_alderaan Cleaned up the PK3. No changes.

mb2_deathstar Change : Rebel spawns also move if the control room is reached (alternative to completing tractor beam objective). Change : Saved a few entities around objective by using scripts. Fix : Garbage compactor chute is harder to camp.

mb2_echobase New : Added ambient sound to Infirmary.

Change : Rebels may no longer destroy the backway. This prevents defenders from camping Secondary Storage too early or weakening their own defense.

Change : Redesigned T-Junction to improve gameplay around main route. The area is now less of a chokepoint.

Change : Improved visuals around T-Junction and mixed in new box texture set throughout the map.

mb2_kamino Change : Locked secondary route to objective until science lab doors are opened. Fix : Full Authentic mode models.

mb2_lunarbase New : Round limit ending cutscenes based on overall winner.

Change : Slightly reduced height of a few boxes near choke points to increase SBD vulnerability.

mb2_republiccruiser Change : Brush Optimizations (19.2% reduction) Change : Entity Optimizations (5.5% reduction) Change : Siege file and in-game map event text converted to strings to allow for localization. Change : Main side route now only requires side hack. Change : Inaccessible doors now have a different texture. Fix : Ship announcer audio moved into scripts and audio channel changed to prevent them getting cut off.

mb2_theed Change : Minor visual improvement and optimization.



Unofficial Maps

um_downfall Fix : Fisticuffs class is no longer based on a Wookiee. This allows the use of force jump again. Class now has Heavy Melee instead of Strength to retain melee damage.

Fix : Force class no longer has force repulse.

um_prisonraid Fix : Keldor class now cannot use overpowered dual pistol fire.

um_ragnosbattle Fix : Lightsaber wielding classes have BP again.

um_sniperlabs Change : Spawn camping Rebels is now even more difficult.

Fix : Removed emplaced guns to avoid effects glitching.



Server Administration

New Mute/Unmute : Mutes a certain player for a set amount of minutes.

: Mutes a certain player for a set amount of minutes. New : Settk : Sets TK points of a certain player.

: : Sets TK points of a certain player. New : Shuffle : Reshuffles all players according to their scores, and locks them in their team for an amount of time defined in a g_ cvar. Can be used by an admin by typing /smod shuffle.

: : Reshuffles all players according to their scores, and locks them in their team for an amount of time defined in a g_ cvar. Can be used by an admin by typing /smod shuffle. New : Auto-balance : A new server side option that locks joining teams with too great of a numerical advantage.

: : A new server side option that locks joining teams with too great of a numerical advantage. New : Server setting g_spectateTeamOnly defines if players are able to spectate other players from the enemy team.

: Server setting g_spectateTeamOnly defines if players are able to spectate other players from the enemy team. Fix : You can now force team to opposite team, or force team from spec into either team.

Engine

New : Anti-cheat Engine : This build we will be introducing new anti-cheat detection and prevention measures to ensure players have a consistent experience against fellow players. MBII will now require the launcher be active in the background, even if you are running the game through other means. Mac OS X and Linux are the obvious exceptions.

: : This build we will be introducing new anti-cheat detection and prevention measures to ensure players have a consistent experience against fellow players. MBII will now require the launcher be active in the background, even if you are running the game through other means. Mac OS X and Linux are the obvious exceptions. Change : Updated MBII client across all platforms with latest OpenJK code.

Misc. Fixes

NPCs now use correct idle animation while holding weapons.

NPCs now correctly behave when given orders through Icarus on Linux servers.

Mitigated client error MAX_GAMESTATE_CHARS. Server setting sv_pure will no longer work.

Multiple server crash fixes.

Code: 01_MovieGameMappack.pk3 02_MovieGameMappack.pk3 03_MovieGameMappack.pk3 031_MovieGameMappack.pk3 FAMBModels.pk3 MB_Effects.pk3 mb2_cmp_assets.pk3 mb2_cmp_assets2.pk3 mb2_cmp_assets3.pk3 mb2_deathstar.pk3 mb2_echobase.pk3 mb2_kamino.pk3 mb2_lunarbase.pk3 mb2_republiccruiser.pk3 mb2_theed.pk3 mb2_um_assets.pk3 mb2_um_assets2.pk3 mb2_um_assets3.pk3 MBAssets.pk3 MBAssets2.pk3 MBAssets3.pk3 MBHilts.pk3 MBII.pk3 MBII_Mac.pk3 z_MB_BaseAssets.pk3 zz_MBModels.pk3 zz_MBModels2.pk3

Code: mbii.i386 mbii.x86.exe mbiided.x86.exe rd-vanilla-mbii_i386.so rd-vanilla-mbii_x86.dll SDL2.dll

We’ve made some small gameplay changes with the intention of moderating the power of a couple of some classes, while providing various quality of life changes to other classes’ abilities to promote diversity and dynamicity.We’ve noticed that wookiees have been almost unstoppable while in Rage Mode, and a large part of this was because of their endless supply of fury, so we’ve toned that down a little bit.Super Battle Droids have always been a pretty strong class in comparison to their pure simplicity. Rather than toning down some of their upfront damage we decided to instead highlight their weakness at close range. Oh, and apparently one ability did not match up with it’s information tooltip; we’ve fixed that too.Mandalorian has always lacked a degree of diversity. A contributing factor to this problem has been their lack of complimenting tools. The Flamethrower was always a tool we wanted to be diverse and work in a multitude of situations, while The Wristblaster sort of fell to the wayside. We’ve implemented a quality of life fix and tinkered with the values of Wristblaster to give Manda some of the diversity it’s lacking.For the most part player movement is in a pretty good spot, however there are a few areas that we’ve looked to improve the quality of life of.While many of the core mechanics and basics in Version 1.4 will be the same, or similar to how they’ve always been, there have been changes made to halfswinging, countering, perfect blocking, swing chaining and ACC gains, the return of the formerly defunct nudge mechanic, and the return of the saber clash GFX and SFX for the sake of fluidity. These changes are mostly meant to promote more dynamic, reactive and varying styles of saber on saber combat, increase the overall skillcap of the saber system and address the lack of appealing visuals which previous versions suffered from.There are also a good number of changes to the way saberists and gunners interact, with a few value changes and the addition of a new ‘Flinch’ mechanic. We wanted Jedi and Sith to really commit to a close quarters fight and to punish them for misplaying, and to reward gunners more for consistently hitting shots and dealing damage.We’re always looking to improve on the usability of the current UI, and while the idea of a new UI sounded fantastic the time was really against us. That didn’t stop us from improving on what we did have, though.We have hit the engine limit for number of .efx files loaded on a few of the larger maps which means some things, like Droideka Blaster fire could disappear. We are combating that on several fronts. For this beta only part of it will be in, but look to seeing the rest of the updates in Beta 2. For those with custom FA's you can see the list of changed file paths below.There will be a few brand new models available for the player to choose from in open mode, as well as a variety of changes to already existing models. And some mode specific fixes that only a few people will actually care about. Props to The_Unguided for his work on the mass model merge.The changes to the maps this time around have been small, and aimed at preventing certain scenarios, or improving the flow of the map on either side, as well as the usual optimization changes that wouldn’t be noticeable to anyone else.Most FAs were slightly updated to maintain compatbility with this release. Unless otherwise noted there are no gameplay changes.Here are a couple of requested tools that will hopefully better aid in general server administration, as well as a general fix that we know has been bugging server admins for a while.Version 1.4 will introduce an update to our MBII OpenJK compile across all platforms, which will hopefully provide better stability on newer and older machines, and a new cheat detection and prevention engine that will roll out with the launcher update.And these are the miscellaneous fixes that really don’t fit anywhere else, but are just as important...Modified MBII Assets:Modified GameData: