Jedi Knight Galaxies 1.3.22a
Changes included in v1.3.22a
New Features
- Jetpacks can now be disabled via emp blasts from certain damage types (sonic, ion, electronic, ionblaster, etc)
Overheating Changes:
- cg_drawWpnHeatValue cvar for displaying current weapon heat, requires cheats to be enabled and is disabled by default. This is mostly included for developer use when balancing heat based weapons.
- When a weapon exceeds maxHeat, it will need to cooldown to less than the heatThreshold value (default 75% of maxHeat), before you can fire again. The ambientHeatRate key value was added for use in a map's entity/worldspawn data and controls jkg_heatDissipateTime meaning that a map's ambient temperature can affect how quickly/slowly weapons cooldown when generating heat. You will also hear sound events hear associated with each of these events now as well (see below for credits).
Bug Fixes & Balance Changes
- Improved certain system messages to make issues such as attempting to sell a starter weapon more obvious to users.
- Fixed bug where non-client objects (such as trip mines or glass), could no longer take damage from missile based weapons. You can shoot trip mines now, Ivan.
- Fixed #316 as reported by Asd (bug where players could switch weapons while cooking a grenade resulting in funny things, like deleting the wrong item stack).
- Fixed bug where maxHeat was not set per weapon and all were based on 100, rather than individual weapon maxHeat values. Fixed a bug where heat could become less than 0.
- Fixed bug where heat values were not initialized properly when respawning.
- Fixed crash when npcs were targeted by EMP blast weapons.
- Fixed crash caused by allowing a firemode/saberstyle change while dead.
- Adjusted ammo prices/clip size for the following,(+buff,-nerf):
+toxic gas ammo (cheaper and more of it)
+wookie bowcaster quarrels and variations
+slugthrower ammo and variations
+healing grenades heal more (-20/-1 to -40/-3), duration increased. Charge delay decreased along with max charge time.
- Upgraded overheating system to use floats so more precision can be used in balancing weapons that use heat generation. The following weapons have been nerfed/buffed as a result:
-/+carbine_e-11
+carbine_e-11_stuncarbine
-/+carbine_e-11b
-/+carbine_dxr6
+carbine_lt-60_c (dmg, range & bleed duration increased)
+carbine_lt-60_s
-carbine_lt-60 (range and bleed duration decreased)
+carbine_protonCarbine
-launcher_mortar (clip size reduced)
+launcher_LJ-70 (dmg increased)
+launcher_w-90 (dmg increased)
+launcher_w-90_s (dmg increased)
-/+launcher_dc-15aA (dmg increased, but heat added)
+launcher_stouker (dmg increased)
+repeater_DC15A (dmg increased for 2ndary)
+repeater_ls-180 (bleed debuff added, heat adjusted)
+repeater_t-21_tripod (heat decreased)
+repeater_t-21 (heat decreased)
-/+repeater_pulse (heat added, dmg increased)
+rifle_ACP_launchers (bleed buff)
+pistol_ACP (bleed buff)
+array_ACP (bleed buff)
-sniper_dlt-19 (dmg reduced)
-/+sniper_dx6 (dmg adjusted, but clipsize changed, heat added, range
increased)
+sniper_acp (bleed buff)
+grenade_plasma (more damage)
-pistol_q2 (nerfs, less dmg and shorter range, slower firerate)
+pistol_elg-3a (faster firerate)
- Other misc bug fixes and code improvements.
Audio Source Credits:
- Several new sounds were added to the assets to facilitate current and future development. Most are not yet in use or didn't quite make the cut. The new audio fx were based on or inspired by the following sources, in addition to public domain and self created audio:
172630__e__kilauea-lava-01.wav by e__
https://freesound.org/people/e__/sounds/172630/
LavaSizzleStove.wav by eyoudell
https://freesound.org/people/eyoudell/sounds/385163/
Steam 1 by nicStage
https://freesound.org/people/nicStage/sounds/197334/
steam pipe 2.wav by visions68
https://freesound.org/people/visions68/sounds/278998/
Water dripping on hot plate making steam by jorickhoofd
https://freesound.org/people/jorickhoofd/sounds/170736/
Few cold drops on a hot plate by jorickhoofd
https://freesound.org/people/jorickhoofd/sounds/170741/
Steam.wav by sniperous
https://freesound.org/people/sniperous/sounds/365071/
Cellphone alarm.wav by Daniramo5
https://freesound.org/people/Daniramo5/sounds/469242/
Off charger.wav by CGEffex
https://freesound.org/people/CGEffex/sounds/97794/
Digging, Ice, Hammer, B.wav by InspectorJ
https://freesound.org/people/InspectorJ/sounds/420877/
Impact, Ice, Small, A.wav by InspectorJ
https://freesound.org/people/InspectorJ/sounds/420879/
Impact, Ice, Small, B.wav by InspectorJ
https://freesound.org/people/InspectorJ/sounds/420884/
Impact, Ice, Moderate, A.wav by InspectorJ
https://freesound.org/people/InspectorJ/sounds/420882/
Impact, Ice, Moderate, B.wav by InspectorJ
https://freesound.org/people/InspectorJ/sounds/420881/
Gathering, Ice, A.wav by InspectorJ
https://freesound.org/people/InspectorJ/sounds/420875/
Digging, Ice, Hammer, A.wav by InspectorJ
https://freesound.org/people/InspectorJ/sounds/420878/
Wind-chime-gamelan-gong-a.wav By InspectorJ
https://freesound.org/people/InspectorJ/sounds/411090/
353194__inspectorj__wind-chimes-a.wav
https://freesound.org/people/InspectorJ/sounds/353194/
411576__inspectorj__alto-gong-metal-hit-b-h1.wav
https://freesound.org/people/InspectorJ/sounds/411576/
Pickaxe Striking Rock.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/71823/
Sorting Stones.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/74445/
Rock Scrape.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/74444/
Rock Scrape 4.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/74443/
Mandrill Striking Rock.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/71822/
Deep Kick Cinematic by Benboncan
https://freesound.org/people/Benboncan/sounds/90672/
This sound was originally based on deepkickclean.wav by johnnypanic
Blast Revisited.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/81103/
Cow.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/58277/
Cow Close.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/63618/
Transporter Passby2.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/63618/
Transporter passby.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/75727/
Large Anvil & Steel Hammer 1.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/103629/
Large Anvil & Steel Hammer 2.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/103630/
Large Anvit & Steel Hammer 3.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/103631/
Large Anvil & Steel Hammer 4.wav by Benboncan
https://freesound.org/people/Benboncan/sounds/103632/
BASS_BOOM_002.wav by JoelAudio
https://freesound.org/people/JoelAudio/sounds/86264/
Digging Dirt by alirabiei
https://freesound.org/people/alirabiei/sounds/491824/
Short Crunchy Splat by TomchikRec
https://freesound.org/people/TomchikRec/sounds/410913/
Stabs.wav by nicktermer
https://freesound.org/people/nicktermer/sounds/259542/
Whale.wav by Tritus
https://freesound.org/people/Tritus/sounds/186899/
Digging1.wav by cameronmusic
https://freesound.org/people/cameronmusic/sounds/138411/
Digging with pick axe.wav by cameronmusic
https://freesound.org/people/cameronmusic/sounds/138412/
Spade digging.WAV by Spyboticer
https://freesound.org/people/Spyboticer/sounds/407186/
Items in plastic bag.WAV by Spyboticer
https://freesound.org/people/Spyboticer/sounds/407192/
191835__flo-rayen__shiny-blink-or-microwave.wav by Flo_RAYEN
https://freesound.org/people/Flo_Rayen/sounds/191835/
447634__wood-flutes__d5-native-american-style-flute-2.mp3 by Wood_Flutes
https://freesound.org/people/Wood_Flutes/sounds/447634/
336859__borque__zoiing-display-wires.wav by borQue
https://freesound.org/people/borQue/sounds/336859/
428614__hallkev__cymbal-swells-kevinsticks.mp3 by hallkev
https://freesound.org/people/hallkev/sounds/428614/
455508__mrrentapercussionist__lp-congas-quinto-open-tone.wav by MrRentAPercussionist
https://freesound.org/people/MrRentAPercussionist/sounds/455508/
367976__chrisbutler99__tribal-drum-1.wav by ChrisButler99
https://freesound.org/people/ChrisButler99/sounds/367976/
21389__ramjac__ftumquintoor.aiff by ramjac
https://freesound.org/people/ramjac/sounds/21389/
Thanks to all the amazing audio artists who have made their work available, we appreciate your help in creating new sounds for JKG!
Changes included in v1.3.21
New Features
- Overheating system (no more blaster spam), cross hair begins to glow red as your weapon generates heat and will stop firing when it is overloaded with heat, wait a few seconds for it to cool down or switch to a new weapon. Reloading will also flush the weapons heat. All automatic blasters have received a significant nerf as a result.
- Improved ammo overrides, properly supports buff overrides, some new ammo types added as a result
- When browsing for servers, the "internet" source will combine all master server lists into one, rather than only pulling from Raven's (thanks to OpenJK for this fix).
- Only certain types of jetpacks can be activated while carrying a CTF flag (this also plays a sputter sound to indicate it won't activate - sounds based on MWLANDI's gas stove recordings. Two new fields in .jet files control this: loadBearingAllowed and sputterSound. Jetpacks default to NOT being able to carry flags.
- Bacta Grenades are here! Toss one at an ally (or an enemy oops!) to heal them.
- Medicinal Healing Slugs. Load a slugthrower with bacta pellet ammo, in order to heal your targets.
- Toxic Gas Canisters. Load poison gas into a flamethrower in order to conduct chemical warfare against the enemy team. Warning: canisters fumes are deadly to breathe in when burned.
- Shields will now protect you from being stunned while they hold a charge
- Death message improvements: centerprint messages restored, more improvements to come
- New slugthrower type ammo such as medicinal beads or incendiary rounds
- New performance analysis system (enable with /perf 1)
- New Loading Screen Tips system! Get game tips while game is loading. Controlled by ext_data/tables/loadingTips.json
- New refined-heal debuff (removes poison and bleed debuffs and has higher healing rate)
- Vendors announce when their stock is replaced (new cvar: jkg_announceShopRefresh, set to 0 to disable, defaults to 1)
- New map pack! The Jawa Fortress by Yzmo, features a twisted cave complex the jawas, native to the Tatooine desert, are currently defending from invading Tusken Raiders. The Mos Eisley Arena a perfect map for one on one duels, or insane team fights in a narrow enclosed arena, this map features a small part of a larger map that will be available in Phase 2. The map was initially created by MaceCrusherMadunusus with tweaks by Pande and Futuza. The JKG_ImperialBase map by Noodle features a rebel attack at small Imperial facility located on a very rainy planetoid. Both Mos Eisley Arena and the Jawa Fortress have ctf modes available as well.
- Added the missing Jawa icon from WizardMKBK's pack available here on JKHub.
Bug Fixes and Balance Changes
- Balance overhaul: extensive changes intended to better balance overpowered weapons and give less used weapons more incentive to buy them.
- Fixed LJ-70 Beam Effect
- Fixed no damage area bug
- Fixed missing textures/shaders in some maps
- Simplified damage code to reduce bugs.
- Fixed bug in dodge rolls present in v1.3.19's initial release
- Nerfed dlt 19 sniper to do less damage
- Jetpack's fuel gauge auto fill when you spawn (no more waiting to charge them up)
- Simplified pay commands, you must have earned enough credits to actually be able to share credits with others (doesn't including your starting credits).
- Fixed shield spillover damage, that was causing bizarre healing damage.
- Removed extra damage done to armored opponents with ion damagetype.
- Adjusted some shield prices and stats for better balance.
- Fixed bounty split reward code, improved performance.
- Fixed vendors attempting to autoequip items they sold.
- Reduced the slow effects of armor so it isn't quite so drastic.
- Increased damage to shields (and droids) when using electrical based weaponry.
- Buffed the flamethrower slightly.
- Buffed arc casters slightly.
- Fixed autofiring bug for weapons that consume multiple ammo counts, when the weapon's clip is partially depleted. eg: DXR-6
- Reduced ammo costs in general, especially for blasters and pistols.
- Reduced price of certain trip mines.
- Reduced max stack size on bacta consumables and some grenades.
- Shader's for certain effects such as poison no longer viewable through walls.
- Jetpack's and shields now autoequip themselves, if you already have one, it will remove the current one and replace it with the newly purchased one.
- Bounty Code Bug Fix and Optimization.
- Jetpacks can now be activated with the assigned aci button (eg: press 8 on keyboard to use jetpack on aci slot 8), as well as while in the air like before.
- Fixed bug with fallback vendor sounds, and added new sounds for new types of vendors such as jawas or sand people as well as new gangwar team definitions for them.
- Fixed crash on npcs checking for shields when null.
- Fixed crash with consumables.
- Fixed ammo price calculations and labels, shop now charges reasonable amounts and doesn't lie about the price anymore. Underdog bonuses for ammo price reductions has been disabled for the time being, until they can be properly implemented in a future patch.
- Trip mines won't blow up on teammates on anymore.
- Firing mode labels have been fixed on various weapons that were missing it or had incorrect labels.
- Fixed possible jetpack crashes due to sound issues.
- Fixed obituary messages so team changes don't count as suicides anymore.
- Civilian vendors can now have custom upset messages (such as when you don't have enough credits to purchase a weapon).
- Various other stability and quality of life improvements, see commit logs on Github for details.
Changes included in v1.3.19
New Features
- Dodge rolls (see jkg.allowDodge cvar), roll to evade damage from certain weapons.
- Glua damage system overhaul, script damage is now much more customizable with glua tie ins to the engine (see spice item for test)
Bug Fixes & Balance Changes
- Improved treasure class selection
- Exploit: no more infinite ammo thermal detonators
- Fix: ammo pricing corrections for various items, no more 1 credit rocket purchases
- Gave the array_bryar some more love, has just enough spread now to be
useful, also added a 3rd firing mode called "decimate" which fires 9
projectiles in a large spread. - Proton carbine buffed a little
- Fixed extra undefined firing mode on launcher_e-60R (this is possibly
causing rare crashes) - DH-17 pistol nerfed, smaller clip size
- T-21 and DLT-19 adjusted to be more worth their price while also remaining distinctly useful
- Disable passive credit gain announcements except in debug builds
Changes included in v1.3.18
New Features
New Cvars
- g_teamsLocked : (default 0), if set to 1 will lock the teams so
players cannot switch teams after 20% of the match timelimit has passed
(new players have 3 minutes to pick a team). - g_teamSwitchTime : (default 5), how many seconds players must wait
before switching teams. - jkg_minVendors : (default 2), the minimum amount of vendors a map should have (will spawn traveling vendors if the map does not have vendors of its own/enough vendors). Currently they are spawned at a random botroute waypoint, if the map does not have waypoints they cannot spawn.
Bug Fixes and Balance Changes
- fixed blank name on bacta grenades
- client data now keeps track of how much a player has spent
- fixed jkg_buyAnnounce so that it can be disabled, set to announce to your team, or to both teams
- exploit fix with pay
- selling back starter guns now shows correct price (1) in shop menu
- starting weapon ammo is now free of charge
- ammo for the losing team is discounted from retail price (note: this does not yet display correctly in shop, but it will charge the correct amount). Also jkg_passiveUnderdogBonus must be enabled for this to be allowed
- compiler fixes
- don't reward our own team teamkillbonuses for suicides or team kills!
- don't reward the teamkillbonuses if someone switches teams!
- increased default spawn invulnerability time to 5 seconds from 3.
- base ents (such as weapons and ammo from the original JKA) no longer loaded on maps
- thermal detonators did not consume themselves when rolled
- Q_irandSafe() added for seeded time(0) values
- Fixed misc issues with install instructions/batch launchers.
Changes included in v1.3.17
New Features
New Vendors
There are now several new types of vendors and treasure class sets, vendors can also use specific fail/buy/interaction sounds if present. You can use these in game by spawning an npc vendor with the command npc spawn vendor npc_name vendorclass
eg:/npc spawn vendor vendor_medic medicalvendor
Healing Buffs
There are now healing buffs, presently no shop weapons actually use them, but we will soon have a number of items put in to make use of these such as bacta grenades. There are two test items currently that use healing buffs including the grenade_bacta_antidote-e grenade and the medicinal slugthrower ammo.
New Efx For Poison
On body hit effects for poison are now here.
Bug Fixes and Balance Changes
- Healing plums work again!
- Weapons can do negative damage (healing).
- Price adjustments to some weapons and slight balance changes
- CTF Credit bonus fixes.
- jkg_allowDebuffKills 1 will now use debuff settings to determine whether the debuff can do a last hit and finish someone off
- Reorganization of some code modules for cleaner code and improved performance
- Reorganization of some file structures for zz_jkg_asset5.pk3 and glua/server files
- Added "percentage" (boolean) to debuff data, will interpret damage as a % of current health to inflict rather than a hard number (eg: 25 would do 25% of the target's current health).
- Ammo price adjustments
- Nerfed costs for some of the more expensive weapons to make them more likely to be purchased and used.
- Shield prices have been reevaluated based on their usefulness from play testing
- Healing Plums now work for items that use lua scripts (such as bacta).
Changes included in v1.3.15
New Features
Passive Credit System
Configurable via cvars, player's will gain a small amount of credits when employed by a team every thirty seconds. Those who join late will be paid what they would have received had the been on a team from the beginning of the match. Three cvars control variables for this system:
- jkg_passiveCreditsAmount, defaults to 15 credits; how much to be paid each iteration
- jkg_passiveCreditsRate, defaults to 30000 milliseconds; how often to pay
- jkg_passiveCreditsWait, defaults to 60000 milliseconds; how long to wait till player's receive payments
- jkg_passiveUnderdogBonus, defaults 1, disabled if set to 0. If enabled gives 20% increased credits to the losing team's players when passive credits are awarded.
Setting jkg_passiveCreditsAmount to 0 will disable this system on the server.
Underdog Reward System
For late joins introduced. Intended to help player's who join the game's losing team catch up more quickly and keep up with the opposition.
- jkg_underdogBonus defaults to 1, disabled if set to 0. If enabled, gives player's who join late additional starting credits depending on when they join the game consult the following table:
less than 30% match complete = +10% credits
30-44% match complete = +25% credits
45-59% match complete = +40% credits
60-64% match complete = +70% credits
65-69% match complete = +80% credits
70-79% match complete = +100% credits
80-100% match complete = +125% credits
Additionally if the winning team is only ahead by 2 or less points, the credit reward is halfed.
Team Kill Bonus System
Configurable via cvar, all player's on a team will be given a bonus amount of credits anytime any player on their team gets a kill (the killer is excluded from this reward). Use jkg_teamKillBonus to set the amount to reward, if set to 0 Team Kill Bonuses are disabled. Player's who's rank (kill count) doubled is less than their death are rewarded double.
Improved Bounty System
A new cvar, jkg_MaxKillStreakBounty will limit the maximum amount of credits one can receive from claiming a bounty by limiting the multiplier used to determine credit rewards when claiming a bounty. The default is 7. For example: Suppose Jill kills Jack 8 times and has a killstreak of 8. Jack kills Jill but will only receive the max reward (as if Jill had a killstreak of 7). This will help better balance bounties so they don't tip the scales too drastically. Additionally whenever a bounty holder dies from natural causes (falling off a cliff, suicide, etc) the opposing team will receive the bounty divided up by the number of players on that team.
Bug Fixes and Balance Changes
- Disabled jkg_safeTreasureClasses by default until that system can be fixed
- MAX_PLACEABLE_CONSUME_WPNS increased to 20 (you can now have up to 20 detonators/trip mines on the field at once).
- Fixed a minor problem with safeTreasureClasses attempting to read memory out of bounds
- Other miscellaneous bug fixes, code refactors, and optimizations.
- Various item price adjustments and slight damage changes for better balance.