June 09 Update - June is heating up!
Posted on 09/06/2009 at 07:00
14 Comments
May was hot and June is hotter, much like the work we're doing. Right now, the team is hard at work on some spectacular stuff that we will be showing off in the coming months. However, we wanted to take some time and release a patch for you guys. The patch, while small, addresses some of the issues that have come into light -- the spider mine problem being one of them. We released the update earlier in the week, and we're hoping that we get some good feedback from players about some of the changes.
We're technically naming this update "1.23" and changing our update scheme to x.xx, or major, minor, very minor. So CU1, and CU2 would now be known as 1.21, and 1.22.
1.23 Changelog wrote:- Medium Katana now does 75 damage, down from 90.
- Fixed a bug causing Spider grenades to always go in the same direction, instead of the direction the player threw the grenade.
- Respawning during a fast spawn period now always gives full energy (even after suicide)
- Energy is now always properly reset for players when a round resets.
- The variable r_drawviewmodel is no longer a cheat.
- The player is now allowed to reload after Smartlock Pistols' tracers have been fired.
- Ledge grabbing does not occur unless the player is looking within 45 degrees of the ledge front.
- Fixed an issue that prevented players from using the "Invert Y-Axis for Fly-by-Wire rockets" setting.
- Players can no longer respawn with a changed loadout on the spawn pad after their weapon has been fired.
- Players must now wait 20 seconds to switch back to a team they just switched away from (preventing exploits).
- Fixed an exploit with stealth.
- Fixed an exploit with the loadout menu.
- Fixed a bug that could permanently remove ICEWalls.
- Toggling Sound Suppressors while firing the Tesla Rifle primary now works correctly.
- Fixed XFire integration issues. Icon status, global rank, weapons and implants now show properly.
- Players can now no longer use the Katana to block while ledge grabbing.
- Added an angle for the dys_spidershooter entity in Hammer.
A while ago, I had the fortune of working with Noesis Interactive and ModDB to conduct a series of interviews which answer questions about Dystopia, it's history and production as well as give some helpful advice to other modders and mod players. The interview, split into 3 parts, was posted on ModDB throughout the last few weeks. Now you can find them in our media gallery and enjoy them at any time!
Part 1: Dystopia Production
Be sure to check out the other two parts, titled "
Part 2: Challenges and Advice" and "
Part 3: History of Dystopia" over in our
media gallery.
Also this week, we'd like to take some time to recognize everyone from the competitive Dystopia scene and all members and participants of the
Dystopia Global League. They have done a fantastic job of producing some top notch
plays of the week, in which demos from the last week's matches or scrims are put out in the public for everyone to gawk at and only a few choice players to gloat with. Be sure to read over all of the amazing week write-ups and the second season-end write-up over at the
Dystopia Global League articles section.
DGL Plays of the Week #2
Last but not least, I would just like to announce a new position that has opened up in our team. Jimmy "Laguana" Thompson will be moving to bigger and brighter things, namely programming, and we will need a new Lead Playtester in his stead. Expect a lot of work to be had, for we plan to get back to testing some awesome stuff pretty soon and eventually bringing on more testers. However, because of the necessity of this position, we are only looking for candidates that send their cover letters, resumes or any other pertinent information within 48 hours of this news post. That means, if it's not in after 48 hours, it won't be looked at. If interested, swing over to ModDB's help wanted forums and
take a look at the posting!
April 09 Update - Shifting back into Gear
Posted on 21/04/2009 at 09:42
53 Comments
Like with all large updates to Dystopia, we choose to take a vacation afterward. When we're done fragging with the new players to the game, creating hot fixes and patches and providing support we like to stretch out on the beach with a margaritas and fall asleep. Well, metaphorically speaking.
Surprisingly enough, Team Dystopia took a significantly shorter than normal break after the 1.2 release over Steamworks. Right away, we got to work on bug fixes and other balance changes we thought would be necessary. As well as the small stuff, we'll have bigger fish to fry in the coming months.
Today, we're releasing a patch to Dystopia over Steamworks which we're dubbing Content Update 2. You may wonder, What about Content Update 1? Sometime after the 1.2 release, around the time we enjoyed the fellowship of
DjWHEAT and the extremely entertaining
Dystopia release party, we pushed out a small content release. It included some quick updates that we wanted to get to you as soon as we could.
Here is the change log for that update:
Content Update 1 wrote:- Stats browser crash fixed
- Moved to a different Sound library.
- Removed some debug code, and console spam.
- Potentially fixed a rare client crash.
- Added dys_exodus to mapcycle.txt
- Updated TACScan sound.
- Updated Basilisk secondary explosion sound.
- Added new Program sound.
- Added new Fall Damage sounds.
- Added new Cyberspace Ambient sound.
Now, a few months later, it's time for a bigger update that we would like to share. Here is the change log for Content Update 2.
Content Update 2 wrote:FIXES:
- Hopefully, fixed issue where friends list on Steam would show people as playing "Source SDK Base."
- Fixed exporting stats.
- FIxed a number of exploits.
- Fixed a rare client crash if round_restart was performed during clients level loading.
- Fixed a crash that occurred when multiple callvote commands were executed.
- Fixed an issue in which all players, including spectators, were moved to Punks when a swap_team command was performed.
- Fixed crashing on Sound menu by moving the 'Music' menu.
- Pure (sv_pure) is now set to 1 in the valve.rc.
- A whitelist has been added, which restricts the use of some things, but still allows for custom content.
- Removed a file that was screwing up demos.
ADDITIONS:
- XFire is now integrated with Steam, Class, Weapon, Implants, Global Rank, Global Status is exported.
- Added dys_xfire_integration command, this can be turned off and on in the Advanced Multiplayer options menu.
- Check added to prevent game from submitting data to XFire when mp_stopwatch is set to 1.
- Added a
dys_spidershooter entity which spawns Spider Grenades.
UPDATES:
- Changed dys_intro.avi.
- Updated Broadcast Server gibs to fix a small graphical issue.
-
Updated Language files for English, French, German, Spanish, Swedish, Dutch and Finnish.
- Updated a file to make third party map Racetrack work correctly.
Updated Sounds:
- Added a sound effect when a callvote starts.
- Added new higher quality spawning sound.
- Added new Rocket Launcher sound.
- Added variations for katana.
- Modified levels for cyberspace pain sounds.
- Modified ladder sound to have more metallic effects.
- Slightly modified Assault Rifle, Friendly Fire hit and Cyberspace program sounds.
Updated Assemble:
- Some turrets towards that had high health are now invulnerable.
- Placed some turrets towards the end of the map to give Punks a little more help.
Updated Cybernetic:
- Fixed bug preventing access to third objective cyberspace.
- Added a ventilation passage to the operating room.
- Removed ICE Walls from second objective firewalls.
- Made various 1st objective meatspace and cyberspace tweaks.
We'll be posting in the near future about a bigger update that may grace the tables of Dystopia players. Stay tuned!
In the mean time however, we would like to remind all of the Dystopia players out there about our community's
third party maps. We've taken the liberty to update the third party map installer package, located
here. These maps are some of the best and most enjoyable maps created by the community that everyone should give a try.
Also, we would like to take some time to thank everyone involved in the making of the Dystopia release party from a few months back. Particularly, people like
DjWHEAT for hosting such an amazing event,
Andy Nemer for putting it all together and making the wheels turn, the
GameSurge staff for their gracious support, the always hard working
ModDB staff and amazing sponsors like
Trinity Gaming,
xFire,
Complexity Gaming and our awesome fans!
Lastly, the rollover window for our
statistics system has been lowered from 60 days to 30 days. Many may notice that their global ranks may have dropped or raised significantly which is a short term side effect. This unwanted effect won’t last long however. For those who keep at it in-game and continue to strive, they will be rewarded immediately with the most updated scores.
See you again soon!
March Updtae
Posted on 31/03/2009 at 09:53
63 Comments
A lot of you may have noticed that the team has been a lot less active since the releese party. Well, I regret to inform you that, due to internal issues, urinal-cake has now left Team Dystopia in order to fulfill his lifelong dream of joining a convent and becoming a nun.
As of last week, I have been elected the acting leader of Team Dystopia. Having me at the DJ Wheat intervu was a way of passing the torch to me, and I'm gonna do the best job that I can.
We'd like to take this opportunity to officially announce a major overhaul for the next version of Dystopia. Since games like Ragnarok Online, Dokapon Kingdom, and Team Fortress 2 have been so successful, we've decided to combine a lot of their art style with our own for a completely different visual experience, as the
new corp medium concepts on the website show. We feel that this will appear more to the much sought after casual gamer base.
Dystopia will soon be receiving a massive change to its core game play mechanics as well as we move it over to orange box. For starters the game will be more accommodating to new players both game play wise and visually. Additionally a number of elements other popular titles will be included such as gaining levels, purchasing new equipment and doing quests!
Some of the fun new game play mechanics will include:
-Critical hits! Any time at random you may roll crits that will do awful awful damage to the enemy.
-Critical failures! Like critical hits you can also roll critical failures, this will cause any kind of malfunction from falling over, to having your weapon explode in your hands!
-Hamster ball’s hand cannon store! While not playing the game players can buy or rent weapons with money they earn in game! But if you’re not good enough you can always use real money to buy them as well.
-Customisable characters! Hate the fact the corp medium and heavy get to have delicious soup slowly drip fed into there blood supply while lights are left to STARVE?! Well no longer! Using our new customisable avatars you can put all kinds of fun costumes on the class of your choice! Including monocles.
-Ranking up! Here at team dystopia we understand when your G-Rank increases you don’t earn anything, well now you can increase your rank and gain access to new and powerful weapons and implants as well as benefit from perks such as increased health and damage for being such a dedicated player, this will be playing right in with the new experience system that rewards players for landing the killing blow on foes and capturing objectives.
-MOAR ACHIVMENTS! More than a 100 new achievements await players, such as "TK 50 players" or "Accidentally backhack your own team." Collect them all and you may even be rewarded with new weapons to use on the battlefield!
Improved balance! There’s a lot of changes on the way so were making sure everything is balanced; it doesn’t matter if your enemy shelled out $20 for the new MK-9001 because it’s going to be just as balanced as its 808 counterpart, balanced against its cost that is.
Finally, all riffles will be rebalandced to make the game more fun.
Here's the planned changelog, with all of this and more, which is intended for the next release:
Console:
-Sever commands can now be changed by any client
-cl_equip has been added for the new unlock system
UI
-Fixed bug where occasionally the mini map would display teammates, teammates are no longer displayed on the mini map.
-G-Rank is now displayed on all IFF along with player icon.
-Added /fishes emote.
-Voice over’s changed again, all punks are now voiced by Jason Statham while Vin Disel voices the corps.
Meatspace
-Mk808 dammage reduced from 50 to 10
-Assualt riffle damage reduced from 15 to 1.5
-Tesla riffle primary now overheats after one second of constant fire
-Fixed bug on the Tesla riffle secondary where occasionally the ball did not damage the user
-Grenade launcher damage buffed, along with the area of effect, rate of fire and clip size by lets say, triple? Nha to low, quintuple the amount!
-Light class weapons have been removed; they can now only use the pistol.
-Light class weapons can now be dual wielded by mediums.
-Bolt gun damage reduced from 85 to 20 to balance out the ability to use two at once.
-Shotgun removed, no one used it and it pissed me off when they did.
-Laser riffle buffed, weapon now instant kills at full charge regardless of range or hit location.
-Fixed a bug where the first 23 shots of a machine pistol had a chance of killing players.
-Dual smart locks have been renamed to Quad smart locks.
-Fixed bug where some times ion cannon wasn’t able to kill targets behind cover.
-Minigun now causes push back and no longer spins down in the air; heavies can use this to reach locations they normally couldn’t.
-Basilisk clip size has been removed; basilisk no longer needs to reload.
-Rocket launcher has been reverted back to U4 levels and is a hard counter to the medium class.
-Changed spider grenades so they no longer deploy, additionally there damage has been increased.
-Fatman fist has been replaced with the heavy katana; it shares the same properties as all the other katana but deals 120 damage.
-Added more than thirty new weapons to the medium class for players to buy from our website, including the MKG-9000.
-Explosives cause that damn ear ringing sound again.
-Basilisk now receives 3.7 ammunition from the dispenser.
-Armour no longer reduces damage received but can be regenerated by standing on a spawn pad.
-Explosive weapons now deal 200% extra damage to armour to balance out the ability to regenerate it.
-Mediums have been given back there third frag grenade, and there fifth, sixth and seventh. Mediums able to use all seven grenades in a life are rewarded with seven fresh grenades.
-Lights have had there emp grenade count further reduced to 1.
-Katana model has been changed to better reflect its range, known bug, katana model clips thru floors currently.
-Button bug now happens 0.0000002% of the time from 0.1%
-Fixed a bug where doors only did damage instead of killing people outright.
-Fixed hamster balls refusing to obey physics and being perpetual motion generators.
-Fixed spawn timers spawning people before they had waited 30 seconds.
-TAC rewards players with +2 points every scan
Cyberspace
-Removed hit scan.
-Decreased speed of projectiles.
-Changed the way projectiles cause damage, they can now do any where between 2 and 46 energy damage.
-Fixed bug where shaft did damage.
-Programs now take twice as long to run if the Decker is not equipped with an enhanced cyber deck.
-Returned air control to V1 levels
-Green ice now kills enemy deckers.
-Cost to plant ice mines has been reduced to 4 energy.
-Ice alarm noise changed to better inform people that the fucking objective is being captured and we don’t care if the whole team is dead GET TO THE DAMN JIP.
-Added Quad shard and Red shard that spawn in cyberspace and are vital to control of the game.
Implants
-Fixed an exploit that aloud players to go invisible with the stealth implant
-Fixed a bug where players using the cold suit implant wouldn’t be rendered by players actively using thermal vision.
-Wired reflexes now allows players to switch to there katana in the past allowing for kills to be made before the player had even contemplated changing weapon.
-WR and Leg boosters are now equipped by mediums on spawn without having to be selected
-Fixed a bug where the mediplant healed other players, all energy and healing is now used on the owner instead of heavies who walk into turret fire.
-New skull gun implant has been implemented and can only be used by supporters; the implant automatically shoots a weapon attached to your head when you look at enemy players.
-Fixed TAC not making SWT totally redundant.
-Reduced Sound suppressor to 0 slots on account of no one taking it.
Server:
-Increased tick rate on the standard server configuration to 100.
-Stats daemon now reports the location foot step.
-Stats now roll every 12 hours.
-G-Rank is now decided by ((kills-deaths)/suicides)*sqrt(gametime on vaccine)^(1/door deaths)
-Stats server now uses RFC 1149 for enhanced statistics collection.
Mapping:
-Added Spamball_s to the map rotation
-Vaccine airlock now made a feature of every map
-Fixed turrets not instantly turning and killing players after a spawn is captured.
-Fortress has been remade, again.
-In response to the out cry vaccine has been reverted back to its U4 version, we apologise for changing it.
-Upped the door count on exodus and injection to discourage snipers.
-Fixed a bug in the map vote system that aloud people to access maps not on the map rotation such as exodus.
-Changed the environment of cybernetic to be that of an old gold mining town.
-Additional props have been added to silo’s final objective room to increase the challenge of moving.
-Assembles first spawn for punks now requires the team to press four buttons all at the same time to exit into the production line.
-Added two new maps, Dys_Vaccine2 and Dys_Parcunia
We hope you enjoy the new Dystopia, which we expect it to come out sometime in the summer of 2012!