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 Post subject: Subvein version 0.55 Released!
PostPosted: Thu 03 Dec 2009, 17:58 
Geneshift Creator
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Introducing Subvein version 0.55. It completely reworks the skill system and results in a more strategic and diverse playing experience. With new skills, new features, weapon and skill balancing, drastic netcode improvements, bug fixes and sexy new graphics, version 0.55 will bite your face off. Enjoy!


NEW FEATURES
Added a new Practice Mode which starts the game with max stats.
Skills now unlock after you’ve invested a certain number of points into that skill tree, rather than based on your overall mutation level.
Your max hitpoints, max mana and max sprint are now based on how many physical, mental and cybernetic skills you’ve unlocked rather than your overall mutation.
Synergies for skills have been changed so that every 10 levels you only get 1 skill point that you can manually invest into a skill of your choosing. This extra point will allow you to go beyond level 10.


SKILL TWEAKS:
Shield is now called Static Shield, unlocks at level 0 and is passive. It activates as long as you stand still without shooting for X seconds.
Force Fields now unlock at level 10 and only gain 20hp per level instead of 25.
Bouncing Bullets now unlock at level 20 and start faster with worse steering at low levels but by level 10 move slower than before but with better steering.
Frenzy now unlocks at level 0 and is active. Upon activation it gives you an initial ROF boost of 10 to 20% (based on level). The rate of fire increase per level has been reduced. The duration has been increased. Once activated it acts as before, resetting upon each successful hit allowing you to keep the combo alive.
Weapon Handling has been moved to level 10, requires Frenzy as a prerequisite and is only in affect when Frenzy is active. The Recoil bonus has been improved from 5% per level to 7.5% per level. The bullet speed bonus has been removed entirely.
Clip Magnet is now a passive skill linking on from Weapon Handling. It’s only in affect when Frenzy is active. Instead of stealing in an area around you it has a chance to steal a number of bullets whenever you hit someone. 20% to 40% of the time it steals 1 to 6 bullets.
Radiate now unlocks at level 0 and no longer damages you. Instead it creates a radiation field that lasts for 3 seconds and deals damage over time to enemies that walk through it.
Kamikaze has been removed from the game. A new passive skill called Stagnation has been added to the Physical tree at level 10 linking on from Radiate. It slows down any enemies walking through your radiation field.
Bullet Rupture is now called Rupture and it only triggers when someone is killed by Radiate or Rupture. It is more accurate to compensate.

Regeneration now starts at 0.5hp/s instead of 1hp/s.
Dash only improves your speed by 5% per level instead of 6%.
Venom Shot now only starts at 5.5hp/s instead of 7.5hp/s.
Critical Shot only increases by 3% per level instead of 3.5%.
Thunder Jump improves the explosion range per level per meter fallen by 0.1 instead of 0.08.
Darkness now improves by 0.05s per level instead of 0.04s.
Blade Fury only costs 20 energy instead of 30.
Infection has been drastically changed to leave trails instead of having a large area around you. Levelling up the skill will increase the trail duration.

Vampirism now starts at 5% instead of 10%.
Mana Drain now increases by 1% instead of 1.5%.
E-Bomb now has a mana cost of 20s instead of 25s and a recharge time of 20s instead of 5s.
Energize mana cost is now 30 mana instead of 10.
Bullet Time has a lot of tweaking and has a smaller range, longer duration, slower bullets, and recharges faster.
SlowMo Speedup now increases by 4% per level instead of 3%.
Stolen Seekers is now a passive skill that works with Bullet Time and links on from SlowMo SpeedUp at level 20. It automatically triggers as soon as you catch enough enemy bullets within your Bullet Time.
Plasma Ball now takes 5s to recharge instead of 3s and has a mana cost of 25 instead of 20. It’s base splash range is improved from 1.5m to 2m.
Splash Damage has a smaller range increase per level.


WEAPON TWEAKS:
All weapons now have a new attribute called movementRecoil which determins how inaccurate the weapon is while moving. This takes the place of the size attribute.
Pistols, SMGs and Shotguns have low movementRecoil (lower than before), Rifles have medium movementRecoil (about the same), and Machine Guns have high movementRecoil (higher than before). The PSG-1 has high movementRecoil and the M24 has low movementRecoil.
Flash Bang explosion radius is now 25m instead of 20m.
Bazooka explosion radius is now 5m instead of 6m.
PSG-1 recoil is now 2 instead of 10.


BUG FIXES:
Made some huge improvements to the netcode for bullet and player motion.
Fixed a few bugs with the auto updater.

This entry was posted on Friday, December 4th, 2009 at 02:46 and is filed under Game Development. You can leave a response, or trackback from your own site. Edit this entry.

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 Post subject: Re: Subvein version 0.55 Released!
PostPosted: Thu 03 Dec 2009, 18:13 
Mutant

Joined: Mon 01 Jun 2009, 13:59
Posts: 387
Nice one!

When will you put up a practice mode server?

Edit: It doesn't seem to update...


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 Post subject: Re: Subvein version 0.55 Released!
PostPosted: Thu 03 Dec 2009, 18:17 
Walking Encyclopedia
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Joined: Sun 05 Jul 2009, 09:08
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Can't get an auto-update, gotta download the zip from the site directly. News also not updated for 0.541, but 0.550 has a completely new news.

Interesting, when Static Shield is turned on, the gangsters will think you are dead (so if they didn't see you before you were Shielded, they will stand still, but if they saw you, they move to where you are). You blink when Static Shield is slowly being activated but become fully opaque (along with the hexagon) when ready.

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Last edited by STM1993 on Thu 03 Dec 2009, 18:39, edited 1 time in total.

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 Post subject: Re: Subvein version 0.55 Released!
PostPosted: Thu 03 Dec 2009, 18:35 
Geneshift Creator
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It should all work now. I got carried away. Posted here before actually enabling the autoupdate :p

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 Post subject: Re: Subvein version 0.55 Released!
PostPosted: Thu 03 Dec 2009, 18:35 
Geneshift Creator
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I've got an Aussie server up too.. though it'll probably be a few hours till other servers are updated.

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 Post subject: Re: Subvein version 0.55 Released!
PostPosted: Thu 03 Dec 2009, 19:18 
Walking Encyclopedia
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Alright, played around a bit. Love the new changes!

For those who have very high ping - no worries! Your movement is no longer lagged - so no warping! In addition, if you have high ping, your bullets will appear to move slower to make up for the delay time in lag. No more having to shoot the air to hit someone, so your experience in SubVein is going to feel a whole lot better even in lag!

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 Post subject: Re: Subvein version 0.55 Released!
PostPosted: Thu 03 Dec 2009, 19:32 
Mercenary
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grrr, plz people stay and wait me:)
i'll come in 2-3 hours!!!!:D

[cant wait >.<]

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 Post subject: Re: Subvein version 0.55 Released!
PostPosted: Thu 03 Dec 2009, 22:49 
Mercenary

Joined: Sun 27 Sep 2009, 04:40
Posts: 112
Great work!
I'll update the 1v1 server when I get home from work, it had a complete rebuild last night after a hard disk failure.


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 Post subject: Re: Subvein version 0.55 Released!
PostPosted: Sat 05 Dec 2009, 21:40 
Mutant
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Joined: Wed 27 May 2009, 10:11
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awesome work bencelot, i havent actually played it yet (or even instaled it although i have DL'ed the instaler) because i got a new desktop computer to replace my old one and because my laptop screen appears to have died. Its a lovely computer too so im gonna be playing subvein on my 21inch widescreen monito from now on. :D If you want the specs just PM me.

Its a lovely machine. *hearts*


Oh yeah ive been away for ages because my laptop died (as mentioned above) and i had course stuff. But that is all over now and i got competent in everything and 2 months off, hooray!

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