Black Mesa 1.0 Beta 3
Author: [BMS] DIGITAL SPORTS,
published 4 years ago,
Hello again, fellow scientists! I bet you weren’t expecting to hear from us again so soon!
We’ve just pushed another update to the game based on feedback from yesterday’s beta. As with the previous beta, you can find the latest update on the public beta branch.
We found an issue with the update’s deployment which meant that certain maps weren’t updated when they should've been. This led to some bizarre issues (which were not present on our internal build) with rainbow/pitch black cliffs in Surface Tension map A, or Gonarch C being unbeatable. Those issues should be resolved now.
We have also deployed a few major UI and AI improvements.
As always, please let us know what you think! As with the previous beta, we are mostly on the look-out for [b]game-breaking issues.[/b]
Here is a small changelog specific to just this new beta only. When 1.0 goes live on [b]March 5th[/b], we will post the full changelog for all of 1.0!
[h1]UI[/h1]
[list]
[*] Fixed bindings layout.
[*] Fixed layout for new Video Options tooltips.
[*] Fixed missing translations.
[*] Fixed Engine crash with New UI on exiting the game.
[*] Fixed sensitivity bug with the “Invert Mouse Look" option.
[*] Fixed manual saves limit bug.
[/list]
[h1]HECU[/h1]
[list]
[*] [b]Removed old Combine code responsible for spontaneous rushing and other quirks.[/b]
[*] [b]Rushing now occurs less and is more dependent on distance.[/b] The HECU will tend to rush less now if they’re further away from you.
[*] [b]Fixed infinite looping of melee schedule.[/b] Now rather than standing there hitting you repeatedly, there is a 50% chance of retreating after each attack.
[*] [b]Added a new “Cat and Mouse” behavior which is used while in cover or holding assault points.[/b] This is much closer to how HL1’s Marines behaved and is more engaging to fight. If you attempt to approach their cover point, the HECU will now try to suppress you with "extreme force," while still remaining in cover. They will then immediately try to hide again after being exposed.
[*] [b]Fixed the LOS checks performed before firing.[/b] Now they are much less likely to accidentally shoot each other in hectic scenarios, as they will take into account their weapon LOS before each shot, rather than before bursts.
[*] [b]Fixed Grenadier with RPG running around for a while instead of focusing on firing.[/b] Now he should fire as soon as he finds an adequate position, with no delay.
[*] [b]Fixed rocket spawn position for Grenadier with RPG.[/b] It no longer shoots from just below his head anymore.
[*] [b]Increased suppression point query radius.[/b] This causes HECU suppression behavior (where they fire at your position when they can't see you) to occur more often and have a chance of covering a bigger area.
[/list]