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Hi everyone! Today I am pushing out to the official servers a new set of VMS with, among other smaller non-gameplay fixes, makes the following changes. We are not starting an official new phase, as these are not expected to be significant enough to warrant one, but we will be making the balance data separable on our end in case they are more significant than expected. Tremstats is not being reset.
* (bug 5001) Fix repeater BP queueing, build them with full BP available (/dev/humancontroller)
- Set the queue time short to encourage builders to wait for the queue rather than replace the repeater (Norfenstein)
* (bug 4999) Marauder+ zap bugfixes (/dev/humancontroller)
- Use spherical distance checks instead of cubic
- Fix buildables' ability to be zapped by two marauder+'s at once
- Chain to targets visible to each other, rather than visible to the zapper (e.g. chains can go around corners)
- Fix zap effect disappearing too early when target dies
* (bug 5087) Improve widetrace (alien swipe) hit detection (/dev/humancontroller)
Specifically, this improves ability to swipe/bite humans that are pressed against a wall.
* (bug 5020) Allow dragoon pounces to do damage if released before the end of a previously-fired weapon's delay. Previously it would fire, but not do any damage. Thanks Dracone for reporting.
* (bug 5039) Fix buildables to initialize with the correct normal vector, which should improve falsely self-destructing eggs (/dev/humancontroller)
* (bug 5092) Improve ckit repair targeting direction (/dev/humancontroller/)
* Add ready-related text to cg_tutorial during intermission
See the full topic and discussion here.
Development of the next version of Tremulous is ongoing, here's a sample of some of the most recent changes:
* Stage thresholds increased by 50%
* Armour and location damage updates:
** "We've adjusted the values for human locational damage and armour coverage so that the armour regions actually line up with the body regions, since it was previously possible to get helmet protection on top of the body modifier for a small region in which they overlapped. The change was to extend the "head" region lower (from 0.9 to 0.8 standing, 0.86 to 0.7 crouching), so as a side effect this should make getting headshots slightly easier. I'm not sure how a big an effect this will have on gameplay, or if it will even be noticeable, but at least armour coverage won't be severely counterintuitive."
* Trample can hit any number of structures without abruptly stopping, so you can rampage over multiple telenodes without interruption. Structures still only take damage once per trample
* Flamer projectile speed increased to 500 (from 300)
* Shotgun spread changed to 700 (from 900)
There is a lot more data and further information in the full post on the forum announcement. Check it out!
Greetings, Tremulous Community!
Are you growing impatient for 1.2? Tired of looking at the same models and treading back and forth over the same old maps endlessly? Anxious for some game play changes? Well, here's some good news: the wait is almost over! Tremulous 1.2 (yes, the final release) is almost ready! However, there is one major roadblock left to conquer - the sounds. Do not despair! The best news is this: YOU (the community) can help!
In order to finally finish up 1.2 and get it in your hands, we need to replace the majority of the sounds in the game. The problem is that there are a lot of sounds and not enough time. But by helping us, you're also helping yourself! The sooner we get this done, the sooner we'll all be playing. If you've ever wished you had a way to contribute to the game's development, here's your chance!
For an in-depth look as to what needs to be done, please visit the forum thread below:
Also take a look at the Sound Licenses page on our Wiki to see what sounds are already replaced and what still needs to be completed:
As you can see, we are 67% finished! All we need is a little boost from you, our fans, to get this done!
We thank each and every one of you for any contributions you have made so far and for your undying support.
Ingar has joined the official development team to take charge of the forums and bring his considerable mapping skills to the table.
Ingar has been a valuable member of the community for a long time, and everyone who knows him is aware of his love for Tremulous. Give him a holler and congrats when you see him!
Prominent community member Rezyn is now part of the official development team! Rezyn has been a valued contributor to the Tremulous code base for a couple years now, a regular of the forums and IRC, as well as the creator of Tremstats Too. If you see him around, please make sure to give a warm welcome and a congratulations on his new position, I'm sure he will continue to squash bugs and add new features like he always has.
Dear Tremulous Community,
This is the second time in such a short amount of time that we have a monumentous announcement to make. The overwhelming concern of the Tremulous players has been staggering, we never dreamed that our fans were so loyal to our cause. It brings a tear to my eye remembering the thousands of e-mails we received from players around the world, expressing concern over the future of their beloved game.
We, Darklegion Development, have decided to break off the partnership with Microsoft and continue to pursue our own interests in the direction of Tremulous. It may not be the financially best choice to make in these troubling times, but this is a decision reached with our hearts not with our wallets.
Once again, we are extremely grateful for your trust in open source and Tremulous; we highly value each and every one of our loyal fans!
<3 Darklegion Development
Dear Tremulous Community,
Many of you have been eagerly awaiting the release of a new version of Tremulous. While we have been rather silent on the subject for a while, there is a reason behind our actions. For months now there have been talks between Darklegion Development and Microsoft game studios to decide the future of Tremulous.
I am now very proud to announce:
Featuring all new art, new maps and an entirely new engine that catapults Tremulous into 2010 technology.
Introduction of a new alien class and human weapon to provide distinct healing capabilities to both sides
Team captains for both sides will be selected at the beginning of each game. These captains are granted an unprecedented oversight of the battlefield, allowing for clear and concise commands to their teammates
The human team no longer depends on the reactor to provide power, instead the reactor has been converted into a command center that indicates the base of operation for the team captain
Similarly, the overmind has evolved into the aliens' counterpart to the human command center
The dragoon barb will now be available to all alien classes, purchasable at any booster for 1 evo point
Battlesuits are now more powerful than ever with a built in radar function and a stronger exoskeleton, letting them run at an increased speed
Built in voice communication through XBox Live
What does this mean for you?
You will now be able to play Tremulous on XBox Live with thousands of other gamers, earning achievements and showing off your gaming skill. In the best interest of maintaining a steady and secure Tremulous playerbase, Tremulous is going to be exclusively available for XBox Live. Existing infrastructure will no longer receive official support.
Players who have already been playing for at least three months can apply for a €5/$7 coupon as a show of our appreciation of your enthusiasm so far!
What does this mean for the community?
Hopefully nothing! While the production of Tremulous switches from its current open source development to a closed source environment handled by the very capable and experienced Microsoft engineers, the efforts of the community will still be valued. In this collaboration we have made it very clear that the Tremulous community is very important to the game, and Microsoft agrees with us on this point. We are confident that this move will not stifle the creative output of the community.
Hope to see you on XBox Live soon,
(artwork is subject to change)
If you haven't already played on the Official GPP servers ( stats from them are fun ) head on over to the files page and get your client running today!
GPP has already gone through four great phases of balance tweaks, which you can read about here:
Phase 1 Results
Phase 2 Results
Phase 3 Results
Phase 4 Results
The results [and changes] of each phase can be found in the above threads. As a reminder, the majority of the balance changes are listed and discussed in this thread.
COME ON! <-- If that sound isn't currently stuck in your head, join us everyday on the Official Servers for some awesome games!
Darklegion development is proud to announce the immediate availability of a Tremulous 1.2 beta-release.
Tremulous is a free open source game that blends team based FPS with RTS. Players can choose from 2 unique races: aliens and humans. Players on both teams are able to build bases from a handful of different structures. These structures provide a multitude of functions, such as allowing players to respawn after dying. The builders must ensure there are spawn structures or other players will not be able to rejoin the game after death. Other structures can be built to provide some amount of automated base defence, or heal wounded players and much more...
The latest 1.2 Beta includes a ton of gameplay updates and bug fixes.
The full list of gameplay updates are in this thread: http://tremulous.net/forum/index.php?topic=11859.0
The installers are available for all major operating systems at http://tremulous.net/files/
How to Install:
For all platforms other than Mac OS X, this is an update to 1.1, so an installation of Tremulous 1.1 is required. If you do not have Tremulous installed, download and install Tremulous 1.1. Then download and run the 1.2 Beta installer.
So there you go, that's all the necessary information you need to play the new 1.2 Beta! We'd love to see you in-game, every person that plays provides us with important feedback which contributes to making Tremulous better than ever! The more players that play the beta, the quicker we can make sure that all the major bugs are ironed out, which means we can release 1.2 sooner!