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- Faded team was sometime missing a fade
- A marine body disappearing for no reason after a kill
- Fixed the faded HP/AP scaling sometime cutting down the HP of the faded
About the babbler there is already a close spawn implemented (you spawn at the closest RT far away from at least 20 meters. But what I can do is to increase the move speed like in defense if you are too far too.
- Speed: The faster you are the more skin clear "holes" are visible on you. It start's at almost max speed without leap.
- Marine proximity (but rendered client side): The closer you are to a marine, the easier it is for him to see you since your camo is decreasing (in short you can see it like moving from the veil upgrade lvl 3 to veil lvl 1). The sound trigger is there for the ambiance first and to give marines a false feeling of security as staying off guard will result in death anyway. Note also that the faded blink (when he goes into the ether) does not trigger the sound NOR the proximity beeper. So nothing can prevent him from "poping" just where you expect him the less :). That's the point of this weapon.
Do not worry about the mod compatibility, it has survive a few years and code has been moving toward something that is really less likely to break or really quick to fix (update 303 goes without damages).
About the mines I will check it (actually fixing the faded stuck on the RT from time to time).
Anyway, tactics (from clippable grenades and traps) are open there and I hope it will be enough to spend some good time here.
IMO:
-Good for the amrine to have missions
-Good When marine have all tech they see the faded on the map
-It's really difficult to see the faded. if the visual stays the same we need the warning sound to play before the usual delay. Many times i got killed and the warning sound played after death
Should:
-As babbler being able to jump fast as long as you are far away from any marine. Sometimes you just run all other the map and get welded in the end.
-Maybe the babbler should not be biting the marine but blind them instead. The same thing the Khammander have.
-Also if many babblers team up they should be able to kill a PG. A xeno bile bomb of some kind would do.
Bug
-when a marine died with a mine pack in hands. The pack was like a pick up item but was actually a mine. The marine model was frozen in the air.
-Sometime the swipe doesn't hit even if you have enough adrenaline. You're like... starring at the marine...
Hope to see UWE not breaking the mod.
Thanks for the bug report, I published a fix for this so we are now okay with the build 276.
https://gist.github.com/anonymous/5fc2886796511b984224
Did you mean a short abstract or a guide with the instructions ? For the abstract it's a good idea, the description is now updated with one. If you were looking for instructions then I wrote a complete guide here http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=444859807 . You can look into that for details. If it's something else leave me an other comment.
I think some of the tooltips for marine buy menu could be formatted for better clarity. The game can be quite fast in the first minute, and I was killed while still trying to figure out my shopping options! :P
Is there any incentive for Marine who turned Babbler to attack his former teammates? It feels a little odd to suddenly change your allegiance.
Is current faded compatible with shine? I havent mixed them yet as faded seemed roughly abandoned.
It gets updated less frequently since I do not have direct access on it.
The push for the build 275 still includes minor gameplay issue (bile bomb velocity to change, fix minimap icon for babbler, scoreboard to unhide with the right values), but otherwise it's fully working :)
Check the mod id. Change it with the new id (1b0c710) and it should work like a charm. As always if you have any suggestion or features/improvement feel free.
Now:
* The player controls a single, wallwalking babbler with 4dmg/hit (1hp/ap against armor)
After:
* Idea: The player still controls a single babbler, but
* * --> He spawn with a 3 or 4 babblers AI squad (same stat as him) that follow him and behave like a regular babbler following a babbler ball
* * --> babblers are less powerfull (1dmg/hit)
* * --> babblers have less hp (10hp -> 5hp, something like)
* * --> Longer respawn wave
* * --> Increase a bit ammo drop chance on kill
* * --> if the players got killed, he immediatly take the control of an other babbler of his squad. Once they are all dead he will have to wait the next respawn round.
Of course, if a AI babbler kill a marine, the kill goes to the babbler player.
The goal of this is to give a feeling of 'swarm', allow the babbler player to play more in the heat of a combat while balancing this feature marine side.