Alpha Changelog - XENO EDITION

Generic, on-topic discussion about Colonial Marines.
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Abbysynth
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Alpha Changelog - XENO EDITION

Post by Abbysynth » 16 Jul 2015, 14:54

Some new stuff coming in the next alpha build! We've got a huge new pile of bugfixes in as well, such as that really irritating infini-crit runner thing which I finally solved.

First off:
► Show Spoiler
(Note that this shot was from a slightly earlier build, doing high damage has it kick in much more often now)

But yes, that's right, if you're up close and personal to a xeno and it takes damage, there's a chance it will splatter its blood all over you, doing random but significant amounts of burn damage to one or, rarely, more body parts. It's possible even to get your face melted completely off, so, uh.

The way it works is: Whenever a xeno takes damage from any source, it checks to see if there's blood spatter. This chance is modified by several things, including the source of the damage (sharp/pierce weapons give a large chance), the type of damage (brute vs. burn gives a higher chance), and which body part (if any) is being targeted. If successful, the floor will get a spatter like normal, and any adjacent humans (or species) within 2 tiles will have their own chance of getting splattered with it -- this chance is also modified by a lot of stuff, including distance (on the same tile? VERY high chance, 1 tile: moderate, 2 tiles, low chance), and number of people that have already been splashed.

If you get acid on you, it REALLY hurts, though it's not likely to kill you unless you take some extremely serious burns to the head or chest; burn damage does not cause bleeding so you will not bleed out or break limbs.

Second,

Xenos now get two special attacks: BITE and TAIL.

Bite attacks kick in randomly when you claw at a human (or species) target; think of it as a 'critical hit'. It deals damage based on your normal melee damage plus a very significant bonus. That's pretty much all there is to it. Different castes have different chances of it kicking in.

Prepare Tail Attack is a verb in the alien panel for all xenos except larva. Both preparing and "holding" a tail attack costs initial plasma and a small amount of plasma per tick, in addition you will not regen plasma even on weeds while your tail is ready for an attack, it takes a lot of musclepower to keep it coiled up. When you next make a harm-intent attack, you will unleash the tail strike and deal damage based on how long you've kept it ready, up to about 15-20 pulses (it gives a message when you've maxed out). The tail damage ranges from fairly low for a quick strike to extremely heavy for a maxed-out tail strike, potentially enough to kill a marine and certainly enough to shred unprotected body parts. Hunters get a speed bonus, they max out their tail charge faster than any other caste, and Queens get a small damage bonus. You can "unready" your tail attack at any time just by clicking on the verb again.

Third,

Queens can now toggle between 3 different harm-intent states -- "forbidden", "restricted", and "allowed". The first completely halts any claw attacks whatsoever - you will hesitate and just not attack. It is the default on round start, so you need a Queen if you want to harm survivors. The second allows you to claw, but you deal HALF damage - it's intended to let Queens give an order to "harm only if you REALLY need to". The third has no restrictions, and should a living Queen die, "harm allowed" is automatically enabled if it wasn't already.

Fourth,

Xenos are no longer able to drag-drop people in order to access their inventories. This means no taking off ANY gear. Sorry xenos! To compensate, however, the resist time on nests has been DOUBLED, meaning there's a significant risk that the prey can burst without ever even being able to escape. Sorry marines! Another note -- a new timer has been added to stop re-buckling. If you unbuckle someone from a nest, they will not be able to be rebuckled for around 20 seconds.


Any comments or questions are welcome!

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Re: Alpha Changelog - XENO EDITION

Post by Sargeantmuffinman » 16 Jul 2015, 14:55

XENO BLOOD WORKS?!

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Re: Alpha Changelog - XENO EDITION

Post by Abbysynth » 16 Jul 2015, 14:57

Oh, one thing I forgot to add about the tail -- if you target legs or feet and then make a tail attack, it will whip your tail around the target's legs and drop them to the ground, but does much less damage.

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Re: Alpha Changelog - XENO EDITION

Post by Abbysynth » 16 Jul 2015, 14:58

Sargeantmuffinman wrote:XENO BLOOD WORKS?!
Probably not in the way you're thinking of; walking in a blood pool doesn't currently burn your feet yet. It just spatters on you when a xeno takes damage.

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Re: Alpha Changelog - XENO EDITION

Post by LordeKilly » 16 Jul 2015, 14:58

Yaaaaaaaaaay!
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Re: Alpha Changelog - XENO EDITION

Post by Sargeantmuffinman » 16 Jul 2015, 14:59

Good enough for me.

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Re: Alpha Changelog - XENO EDITION

Post by UnKuT » 16 Jul 2015, 14:59

Sweet beans!
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Re: Alpha Changelog - XENO EDITION

Post by Mordrehel » 16 Jul 2015, 15:00

Restricted is slightly useless.. if I a xeno really had to hurt someone and only did half damaged they'd be killed regardless. This being said most of this is definitely a welcome improvement to the xenos.
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Re: Alpha Changelog - XENO EDITION

Post by Surrealistik » 16 Jul 2015, 15:02

These are pretty cool and all, but what do the marines get to compensate for the considerable chance of getting RNG raped by acid blood and these other alien buffs, keeping in mind that CQC with the aliens is pretty much impossible to avoid outside of defensive emplacements?
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Re: Alpha Changelog - XENO EDITION

Post by Abbysynth » 16 Jul 2015, 15:07

Surrealistik wrote:These are pretty cool and all, but what do the marines get to compensate for the considerable chance of getting RNG raped by acid blood and these other alien buffs, keeping in mind that CQC with the aliens is pretty much impossible to avoid outside of defensive emplacements?
Marines just got a huge pile of buffs, and some that people don't even know about. Attachables are a pretty big buff for no drawback.

Projectiles also no longer stop at weeds if you clicked on a weed. If you didn't know, they do that now-- click on a resin next to you with a gun and it'll shoot at the weed instead of continuing as if you shot at a floor. I changed that, which is a MAJOR buff to marines that most people won't even realize was a thing.

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Re: Alpha Changelog - XENO EDITION

Post by Abbysynth » 16 Jul 2015, 15:08

Oh, another thing that marines got a massive buff on -- there was a sneaky bug in the explosion code that, uh, made all xenos immune to explosions. Woops

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Re: Alpha Changelog - XENO EDITION

Post by coroneljones » 16 Jul 2015, 16:29

PRAISE THE CODING GODS
THIS IS AWESOME
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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Re: Alpha Changelog - XENO EDITION

Post by Clayton_Kelly » 16 Jul 2015, 20:17

These are all amazing changes.

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Re: Alpha Changelog - XENO EDITION

Post by Butterrobber202 » 16 Jul 2015, 21:24

I think if we drag-drop it should take off their armory, but no menu appers

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Re: Alpha Changelog - XENO EDITION

Post by SASoperative » 17 Jul 2015, 15:02

Oh cool now you have to give predators immunity or something because of this because thats a nerf beyond belief since a predator is MEANT for melee combat. Not to mention the Bayonets you just added in are 100% useless now since you have a chance of just melting your face the second you use them.... Give the marines some love damn it!

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Re: Alpha Changelog - XENO EDITION

Post by Sebro » 17 Jul 2015, 15:36

I dunno... maybe replace the acid system with blood that actually like... spills on the ground, and you have to walk over it to get damage. Making melee impossible is just... Why u do dis? Now I will be forever scared of shanking an alium. :(. Not fun, I was hoping for more alium shanking. With better stab mechanics. And maybe getting your knife stuck in the aliums chest, causing you to lose it... BUT THEN THE ALIUM DIES OF BLOOD LOSS.
:(

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Re: Alpha Changelog - XENO EDITION

Post by Juninho77 » 17 Jul 2015, 15:42

So big aliens charging marine groups in order to splatter blood and deal AoE damage is now a viable strategy? Interesting.
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Re: Alpha Changelog - XENO EDITION

Post by Clayton_Kelly » 17 Jul 2015, 15:56

To melee aliens will be more difficult with the acid damage, but even before the change, melee is the last thing you want to do to an alien unless they are incapacitated.

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Re: Alpha Changelog - XENO EDITION

Post by Abbysynth » 17 Jul 2015, 15:59

You guys are really overestimating the chance of it happening, it's like, 10% per hit.

Edit: Depending on damage and range from the xeno, of course. I mean, it's not a great idea to shoot a xeno with a sniper rifle when it's squatting overtop of a downed marine.

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Re: Alpha Changelog - XENO EDITION

Post by Butterrobber202 » 17 Jul 2015, 17:27

Hive Warrior a suicide power, so when they charge a group of Marines THEY EXPOLDE (Due to their pressurized bloodstream-Lore friendly!) And splatter acid EVERYWHERE, but warrior is gibbed

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Re: Alpha Changelog - XENO EDITION

Post by Screamingstar » 21 Jul 2015, 00:28

I made a thread about this awhile ago but Apophis denied it hmmm and most seemed to dislike it hmmmm.
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Re: Alpha Changelog - XENO EDITION

Post by TopHatPenguin » 21 Jul 2015, 02:56

Screamingstar wrote:I made a thread about this awhile ago but Apophis denied it hmmm and most seemed to dislike it hmmmm.
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Re: Alpha Changelog - XENO EDITION

Post by Screamingstar » 21 Jul 2015, 03:02

Mr. Penguin wrote: Right in the feels.

It hurts

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