
- #MUSIC RANDOMLY STOPS PLAYING ON PHOENIX FIRESTORM VIEWER ACTIVATOR#
- #MUSIC RANDOMLY STOPS PLAYING ON PHOENIX FIRESTORM VIEWER SOFTWARE#
They also look less misaligned in netplay. Reworked unique start switches to prevent possible exploits. It goes as follows: Silver (100 armour, 50% damage absorption) -> Yellow (150 armour, 67.5% damage absorption) -> Orange (200 armour, 75% damage absorption) -> Red (250 armour, 87.5% damage absorption, extra fire/explosive attack protection). On that note, samsara_armormode 2 has been replaced with Heretic armour. The Quake armour mode now goes as follows: Green -> Yellow -> Red -> Silver. The Quake (Old) armour mode has been effectively phased out. It also no longer pushes enemies around.Īdded the tomed hellstaff rain effect's missing sound.Īllies spawned by beacons (samsarahold_allymarines 0) should now track kills properly.Īdded the dragon claw puff's Spawn (actor hit) sound.īoth normal and elite beacons spawn an extra ally (bringing the total spawn amount for both beacons to 5). Reduced the Wraithverge's damage amount (from 5-40 to 3-24). Sentry plasma projectiles should no longer fly into skyboxes. How did they even what?!įixed a slight inaccuracy with one of the tips.įixed some missing textures in Tunnel and Frozen.įixed force fields in Skyfire Research not fully turning off.

The objective indicators now turn black instead of staying red when their conditions are met.Īn Easter egg has been added! Will you be able to locate it? Let's find out!įixed some incorrect bloodyhell handling and state jumps.įixed some CVar switches not showing their descriptions. The familiar missions room now has even more detail. In Three Ways To Die, the catharsi in wave 3 have been moved to wave 9. The deployable sentry turret in Bipolar Bunker has been removed.

The amount of cell ammo that spawns in has also increased. The BFG in Bipolar Bunker has been moved from wave 8 to wave 9. The shotgun spread was adjusted (SSG changed from 22.5, 0 to 11.25, 7.125) as the old values were from back when they used projectiles.įixed the babes in Duke It Out not having +FRIENDLY. The friendly elite marines have been recoloured. Its radius has also been reduced (from 384 to 320). The projectile's main explosion has had its damage reduced (from 512 to 448). The LAZ device (modern version) has been nerfed. The spatter speed was also increased to 16 (from 15). The super large zorcher's firing animation has been sped up (from 84 tics total to 78 if the primary fire button is held, and from 85 tics total to 82 if it is not). Moved Stronghold entries in SNDINFO.txt over to SNDINFO.str. 0 prevents you from automatically switching to the fist when you pick up a berserk, 1 only switches when you aren't already under the effects of a berserk, and 2 always switches (original behaviour). Phase imps can no longer go invisible while they're already invisible.Īdded a stronghold_cl_berserkswitch CVar with three options. This doesn't count towards the aforementioned cooldown.
#MUSIC RANDOMLY STOPS PLAYING ON PHOENIX FIRESTORM VIEWER ACTIVATOR#
In an attempt to lessen spam, when activating the CVar switches in multiplayer, there is now a cooldown (lasting one second) before you can use a particular switch again.ĭifficulty switches (and switches in SamsaraHold using a similar method) will only print a message to the activator instead of everyone if no change has happened. It prevents the mission briefings from triggering, allowing you to jump right into action. They look messy, but at least they don't look like checkerboards anymore!Īdded a stronghold_skipbriefings CVar.

#MUSIC RANDOMLY STOPS PLAYING ON PHOENIX FIRESTORM VIEWER SOFTWARE#
Added skyboxes for the software renderer.
