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For information on the current direction of the mod, pleae read The Future of Lugormod
2.4.4
This release is mostly for bug fixes, but it brings in a few new features and balance changes as well.
This version has compatibility issues with previous versions. Accounts saved with this version will be bugged in older versions.
Read the rest of the post for more information.
Highlights
- Fall knockdown is much more sane now. Knockdown will only occur on a 200-delta (32 damage) fall, rather than on a 40-delta (8 damage) fall.
This is around 15 times the player's height. It may be lowered in the future.
- 50-delta falls now cause a slight weapons fire delay and lower your maximum speed for a fraction of a second. Enough for a slight penalty and slightly more realistic, but not nearly as annoying as knockdown.
- Accounts can now be used in game types other than FFA. Not all game types have been tested, but the simpler, nonspecialised types such as capture the flag should work.
The reborn game type has been specifically redesigned to handle accounts, and will enable or disable an individual player's profession based on the team they are on.
The holocron game type is probably broken now, as it will let force users "cheat" by using their account skills. - The new skill system is now enabled. The skill command will give detailed information on what effects every level of every skill have.
This information might be incomplete. Lugor never documented the skill effects, so the information reflects what I could find in the code.
Compatibility issue: Leveling up
There are two bugs in all previous U# versions which prevents the player getting a level discount the longer they play.
One of these bugs causes the code to calculate insane credit costs per level, but the other is that the account's last levelup time was never set, negating the first bug.
This versions fixes both of them.
However, because the mod is now storing the proper levelup time to the account files, the levelup cost bug will now occure if these accounts are used on older versions without resetting all account levelup times to 0.
Be aware that if you choose to go back to using an older version, players will see level purchase costs in the millions.
Compatibility issue: Merc weapon selection
The merc weapon selection variable for accounts has previously worked on the order the weapons are listed in the selection table. While this worked fine, it causes instability when the table is changed.
Since I need to change the table for 3.x professions, I corrected it so that new additions or changed indexes to the available weapons will no longer cause the "/weapons" command to stop working. This change required changing the indexes that are stored to the account, however, so using an older mod version after having an account get saved in the new format will cause the "/weapons" command to break on older versions.
Usually, the breakage involves the "/weapon" not allowing deselection of whatever random weapons get selected.
This and future versions now properly handle invalid weapon indexes.
Major new feature: Skill system revamp
The skill system has been redesigned to support much more complex skill layouts, including sub-skills and independant skill point pools per skill.
It also supports documentation on what each level of each skill does. All existing skills have been given documentation, so you no longer have to make guesses on if a certain skill or level is worth it.
The command itself has much more help text to guide new players through, and gives feedback on how many points will be used and left at each level.
The new command works using "/skills <partial skill name> [sub-skills...]" to get information on the skill effects, and "/skills <partial skill name> [sub-skills...] up" to increase the skill.
The skill system also supports decreasing skills using "/skills <partial skill name> [sub-skills...] down", but currently no skills have this feature enabled.
The more advanced features of this new system (sub-skills, point pools, skill removal) will be used for 3.x skills.
New features
- Accounts can now be used in most gametypes.
Gametypes should override data and disable skills when needed.
- Can now use custom selected force powers in reborn game type.
Red team still restricted to dark powers. Light powers and Jedi now usable on blue team.
- Merc "/weapons" command now takes partial names rather than numbers.
Balance changes
- Fall knockdown will now only occure on a magor fall (32 damage or more).
- Falls doing between 8 and 31 damage will now cause a weapon delay and a sharp speed decrease for a short instant.
- Fixed tavion and desann saber styles having no speed penalty while attacking.
- Self-damage now applies half to health, half to shield.
- Self-damage now does more knockback.
- Self-damage now adds a slight stun.
- Fixed force grip levels 2 and up having 4 second grip time while level 1 had 5.
All levels have 5 seconds now.
- All levels of Flame Burst now take 25 fuel to fire.
Bug fixes
- info_player_start now fully converts itself to info_player_deathmatch, including the classname.
(Is this backwards? Should info_player_start be the true spawn point? Might cause issues with default ent setup on gametypes...)
- Fixed g_startingAmmo not working, and ammo getting based on g_startingWeapons raw value.
- Fixed ammo dispensor not properly dispensing ammo based on a merc's ammo skill.
- Fixed merc starting armor not properly factoring in health/armor increase.
- Fixed cmdleveldef settings not making non-admin commands into admin commands.
- Fixed last levelup time never getting set.
- Fixed cost deduction for levelup using total time rather than time since last level.
- Fixed levelup cost accepting insane "previous levelup" times. Cost discount for levelup time is now capped to 5 days max.
- Added check to make sure accounts have a valid last levelup time. If the time is not set, the current time on load will be used.
- Changed levelup cost reduction time to every 5 minutes, up from 1 minute. With the 5 day maximum, this makes a max of 1440 credits reduced.
- Added missing usability key check to lmd_event target and exittarget.
- Fixed corrupt lugormod version string in "/help" in some cases.
- Fixed basejka function falsely reporting active forcepowers, which caused fp regen to stop when holding the force key on certain powers (such as grip).
- Fixed buffer display function improperly calculating string size, resulting in cut off text in some areas. Fixes "/help" command formatting issues.
- Fixed crash on custom skill usability key check when the skill is empty.
- God profession will now be properly removed it all authfiles are removed.
- God profession will now only be removed if the player can no longer select the god profession.
- Fixed proxy bans not properly matching.
- Fixed "/entityinfo" case sensitivity.
- Fixed lmd_event exit target checks running in the wrong segment, resulting in usability keys checked for the wrong player.
Documentation
- Added entity info to lmd_mover.
- Added entity info to info_player_deathmatch, info_player_jail, info_player_duel, info_player_duel1, and info_player_duel2
- Added entity info to func_plat.
- Added entity info to trigger_lightningstrike, trigger_push, trigger_multiple, and trigger_space.
Internal changes
- Skills can now hold help text for each skill level.
- Merc select weapon storage now based on weapon index rather than skill-dependant index.
- Changed internal documentation generation to export csv files. This allows the entity list to be directly exported to Lugormod.RoboPhredDev.Net.
