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Jedi Knight Galaxies 1.3.23

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@DarthFutuza DarthFutuza released this 25 Aug 06:27
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Hello everyone! We're excited to release latest version of Jedi Knight Galaxies. There are a lot of neat things in this patch like damage falloff, improved overheating, emotes, several new items, and many many bug fixes and improvements. We hope to see you in game!

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Changes included in v1.3.23

Gameplay/Feature Changes

  • Falloff/Decay Damage

Guns now feature falloff damage, meaning that if you fire at something beyond the weapon's range rating, damage will be exponentially decreased over distance. Please note this means many weapons now have longer max ranges.

  • Toggleable Crouching

Press once and forget! You can now set a binding (Ctrl by default) to set and forget (c still uses the old method of hold to crouch).

  • Overheating Changes

Overheating has been improved both mechanically and visually. Each gun that generates heat (most blasters), has a custom defined threshold (default: 75% heat) at which point you will begin to hear a warning noise and see steam coming off the gun. If the gun reaches 100% heat it will overheat disabling use of the weapon until it can cool down to the threshold level (more steam efx will also occur during this point). Additionally, it takes longer to swap to a different weapon if the weapon has more than 50% heat built up on it.

  • More Debuff/Buff

This includes some new ones with new movement mechanics: slow and haste. Sting blast weapons will add a stacking (up to 50%) slow debuff to targets hit by it. This also includes EMP debuffs which will short out certain equipment preventing their use for its duration (such as jetpacks). Other buffs can also affect movement in different ways, such as taking spice which poisons you but also increases your movement speed. The standard-stun debuff now causes knockdown instead of freezing the player in place. The old style has been restylized as 'stasis-stun', and is much less commonly used (no current weapons implement it).

  • Emote System

The emote system has been readded. You can type in /emotehelp to get a list of different emotes that are usable. Using 'u' will give you access to the action chat menu which emotes can be called from directly (along with other cmds). For example, try out /thumbsUp to gesture with a thumbs up.

  • Lua Admin System Changes

The lua admin system has been improved and lots of bugs with it have been fixed. New commands and functionality has been added, for example you can now teleport other players or toggle them to noclip. Use /admhelp cmd in game for more information.

  • Item Descriptions

Most items now have item description with interesting factoids or lore information. This feature is still in development and will be improved in subsequent versions, especially with UI changes down the road. Known issue: sometimes some text is cut off/doesn't have room to display within the description block. Additionally weapon descriptions have been improved, along with other items and now display additional information about the type of damage, for example weapons now display what type of ammo they are compatible with, etc.

  • Dice

There is now a dice rolling system! Want to gamble, play D&D, or yatzee inside of JKG? Now you can with the dice rolling lua minigame. Use the cmd /roll in chat or console to try it.

  • Updated Lua API/System

Several new additions to the lua system JKG uses under the hood have been either patched or improved with several new functions available for use with lua scripts. These changes reflect current game features introduced in recent years: you can now use new features like shields, debuffs, etc. This is not going to affect current gameplay much, but lays a good groundwork for later Phase II systems for things such as quests.

  • Server Browser Version

The client's server browser now shows which version of JKG each server is running (uses the 'gameversion' cvar). Note that versions prior to this release will show up as empty/blank.

  • Deathmessage Improvements

Centerprint death messages brought back, and the game will inform you if you got a headblow (or were killed by a headblow). Additionally these messages can also now be viewed if you are dead (before they would be hidden during death screens).

  • ACI Melee Mode Toggle Changes

Melee mode is now toggleable for each individual ACI slot, instead of globally. This is also known as "holster state". You can now set an ACI slot to melee and leave the other ACI slots unchanged (or have multiple slots assigned to melee).

  • Pray and Spray

Automatic and burst weaponry can now be fired while rolling (but good luck hitting anything!)

  • Item Tiers

While this feature will be mostly unused in this patch, items can now be assigned a tier to help player's determine their value/rarity. See this concept thread for more information about how tiers will work in the future.

  • ACP Damage Type

ACP Weapon Type implemented. The ACP damage type can partially bypass shields, with a % of their damage piercing through any active shield to do direct damage. The default ratio is 50% (half impacts on the shield and the other half does direct damage ignoring the shield). Armor still reduces this bypassing damage.

  • Weapon Swap Adjustments

Weapon swap time is no longer hard coded (swap time is how long it takes for you to switch between weapons in your ACI), and can now be specified manually by each weapon file. Additionally grenades, melee, and pistols have a bonus 25% reduced swap times from other weapons.

New Items

Bacta Grenades

While these have technically been in the game in the while, they were missing their models. They are now all properly dressed up now! They also now heal more aggressively over time, and less instantaneously. Model created by Xel and Silverfang.

Jetpacks

  • Merr-Sonn V-Burst Jetpacks now have their own model (created by Noodle).
  • JT-12 Jetpack (made famous by Jango Fett - model by Neomarz)

Clothing

Pilot Goggles, Capes, Gloves, Rebel Helmet (forest camo endor helmet - model created by Toshi), and an Imperial Officer's hat. A bounty hunter's cape created by Noodle (based on Hapslash's Count Dooku model).

Armor Set: Kessler

Kessler armor set created by Noodle. Designed for Bounty Hunters or mercenaries. Provides decent protection for an affordable price.

Armor Set: Galinolo Huntsman

Galinolo Huntsman armor set created by Noodle (based on models created by Neomarz and HellKobra, skin by Darth Phae). Designed for Bounty Hunters or mercenaries. Slightly more expensive, but better protection than Kessler armor.

Misc Items

  • Boba Fett's helmet
  • Bousshh's helmet (model made by Dwayne 'oddjob' Douglass)
  • Mabari Helmet (Zam Wessel's helmet - model by Neomarz),
  • Traditional Weequay Cuirass.
  • A simple Spice variant in large and small doses has been added and can now be used to give yourself a speed boost at the risk of poisoning yourself.

IR-5 'Intimidator' Blaster Carbine

This cheap automatic blaster provides potent firepower for the fraction of the cost of higher quality carbines such as the E-11, however it is prone to overheating. We hope this weapon will provide a good blaster alternative to compete with the Lt-60 Carbine in the early stages of matches, while also remaining a good longterm option in close quarters. A slightly more expensive 'advanced' version features a scope, with slightly better stats and heat management. By Silverfang (model), Stylencer (textures), and Futuza (sounds, efx). Textures are still WIP on this item and will be updated soon.

Westar Blaster Pistol

Jango Fett's famous blaster pistol is now available for use in JKG. It provides a very good fire rate and reload time, but also runs a little hot. While a little more expensive, it remains useful against even blaster carbines or rifles. By Silverfang (model).

Map Changes

Map update required this patch.

  • Most maps have had new vendors added to them (or the vendor locations adjusted). Most will feature different types of vendors in each base, such as medical vendors (which sell first aid equipment like bacta), supply vendors (which offer equipment like grenades or ammunition types), etc.
  • Maps now have an ambient heat value (default is 100), hotter maps make it harder to cool down overheating weapons, and fire debuffs are more effective. Cooler maps allow weapons to cooldown faster, while making cold debuffs more effective, etc.
  • JKG_Spaceport now has turrets.
  • All maps except JKG_Taris (and those already with CTF Flags) have had CTF flags added in.
  • Fixed JKG_Nightfall spawns (no more spawning in the enemy shop!)
  • Fixed floating Tusken vendor in JKG_Jawa_Fortress

Bug Fixes & Balance Changes

  • Weapon accuracy improved across the board. Especially for rifles or snipers or when using ADS (aim down sight).
  • Additional across the board balance changes to all weapons, most weapons have been buffed in some way either by being made more accurate, damaging, better cooling rates, or less expensive. In general, this reduces player survivability in firefights.
  • Several crashes fixed.
  • Fixed jetpack x-axis orientation acceleration not applying. Jetpacks are now much easier to use.
  • Bacta now checks if client is at full health before allowing consumption.
  • Bacta is now more reliant on a healing over time (buff) than instant heal.
  • Carbonite debuff now also reduces damage received by 50%.
  • Fixed chaining tripmine explosions (along with other entities that use similar mechanics) .
  • Items now have weight (this doesn't affect anything yet). You can check this by using /debuginventory.
  • Consumables now have item descriptions.
  • Consumables now require a cooldown (default: 3 secs) before a new consumable can be used/taken. Additionally they now play an animation when taken.
  • Fixed rolling from a fall (or jump) not removing fire debuffs .
  • Fixed dodge rolls and optimized code.
  • Fixed some broken Lua animation handlers.
  • Player names now have drop shadows in the pazaak UI.
  • Entities can now be marked with the 'busy' flag (such as when they are playing pazaak, or shopping). eg: If you challenge a player currently in another game, you'll receive a busy response.
  • Removed "Press E to pick up weapon" messages on base weapons.
  • Shaders for poison efx are no longer partially visible through/behind walls.
  • Added a binding set for next/previous weapon in the control menu.
  • Shields and Jetpacks can now be equipped to ACI with the number keys.
  • It was possible for standard-stun to penetrate shields in certain circumstances, this is now fixed and shields should now always protect you from stunning as long as they have a charge. This bug would also cause the player to be frozen indefinitely.
  • You can no longer change equipment while stunned/frozen by movement locking debuffs (such as standard-carbonite).
  • Fixed exploits regarding using jetpacks or shields to gain an extra ACI slot.
  • If you purchased/equipped a new shield, while your current shield still had charge, and the new shield's max capacity was less than your current shield charge, the shield would not be fully charged unless it was at exactly 100%. This no longer happens.
  • Shields now protect from fire debuff, but will not remove the debuff if the shield recharges while the player is still on fire.
  • Fixed: Bacta grenades do not let you switch weapons until after they detonate. Unfortunately this bug survived.
  • Grenades are no longer in melee mode by default. (This occurred after changing to individual melee aci slot assignment from a global system).
  • While cooking a grenade, you are no longer able to sprint. Thanks to Awec for reporting this, and George for the fix!
  • Fixed crashes from invalid gametypes, you can no longer vote for invalid gametypes either.
  • Fixed can't switch back to weapons with mousewheel after switching to melee.
  • Fixed exploit allowing multiple armors to be stacked on the same location.
  • Assists and some other notices can now be seen while dead. (For example, if you kill another player after your own death, you can see the notification for it now).
  • Fixed exploit with armor not removing extra hp after unequipped.
  • When at maxhp, and swapping armor sets, if the the new set increases maxhp, your current hp is now set to the new maxhp.
  • Fixed HP not being applied on spawn from armor items.
  • Fixed player's names being hidden by certain armor sets.
  • Armor vendors are now possible.
  • All item descriptions have been improved with more accurate and useful information.
  • Fixed bug where a spectator viewing a player that is killed would have their chat message cut off (like what happens to the player who died mid message).
  • Fixes for various exploits regarding /pay command.
  • Fixed various lua exploits.
  • Fixed various auto aci assignment exploits.
  • Fixed disintegration efx's not showing up on players.
  • Fixed cinbuild (special thanks to Xycaleth for help with that!).
  • New item types added.
  • New filtering options for inventories/shops added.
  • Fixed ammo overrides not working with certain ammo hierarchies.
  • Fixed bad behavior when overheating in the middle of a burst round.
  • Ammo overrides now also override 1st person effects (such as the muzzleflash).
  • Jetpacks can no longer be activated while the player has an emp debuff active.
  • Added icons for most items.
  • Added remove_f flag to buff/debuff system so other parts of the code can queue a buff for removal.
  • Increased max_info_string to make room for additional data used by JKG and prevent too many overflows.
  • Removed and disabled buyback code, as it causes too many issues. :(
  • Improved server listing to combine into one labelled "internet". Individual master servers can still be used instead by changing the source.
  • Damage plumes now show actual damaged delivered, instead of capping out at the entity's health. For example: if Luke has 23 hp remaining and a shield with 50 points remaining, and Han shoots him with a blaster that does 78 dmg it will display 50 shield damage and 28 damage, instead of 23 dmg like it used to.
  • Reduced memory impact of item table (will increase it if needed in the future when we hit the 1000 item mark).
  • Repeaters no longer overheat so easily.
  • Lua vendors can now refresh their shops.
  • Fixed bug with admin system where default rank settings were not set correctly, also fixed crashes with add account and delete account functions.
  • d_noIntermissionWait behavior changed. Waits a maximum of 2 mins, before moving on regardless if players are ready.
  • Support added for VS2022.
  • Began implementing player isolation system.
  • Fixed debuff code so a slow would not be applied whenever a buff was received.
  • Fixed negative overflow while feinting with a saber and having low stamina. Fix by George!
  • Updated DSL2 version. Thanks George!
  • Imperial Mining Helmets now filter toxins. Unfortunately a bug slipped through and they do not filter toxins/poison damage.
  • Dodge enabled by default.
  • Fixed saber crystal colors not being properly set/reset on death.
  • Fixed damage plums not displaying damage sums from the same source (within the same frame). For example: if a player fires a shotgun and two projectiles hit a player in the same frame it will display the total sum of their damage, rather than just one of them displaying.
  • The game now sorts weapon files before loading, this helps prevent mismatched assets between clients using operating systems with different capitalization rules (eg: Linux has case sensitive file paths, Windows does not). Fix by Daggo!
  • Rewrite of damage code fixes several issues: like debuffs not applying without direct damage, guns shooting owners, reverting broken 'realistic bbox' sizes in certain situations where they were incorrect or unnecessary. Done by Xycaleth and Futuza.
  • Fixed Radius/Splash damage. Fix by Xycaleth and Futuza.
  • Fixed uninitialized memory in bot waypoint code. Fix by Xycaleth.

JKG Contributors and Credits