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 Post subject: VSR 6.0 Released
PostPosted: September 15th, 2016, 5:51 pm 
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Location: Atheists are MORONS
Note: The current patch BZ2 players play on is 1.3.7.2: http://matesfamily.org/bz2/BZ2_v1.3.7.2_PublicBeta.zip

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  • Global Changes
    • Greater air control of hover craft and 1.2 feel added. This is the primary feature of VSR. Ref #000 -Zero Angel
    • Turrets turn much faster and aim better, like in 1.2. Ref #001 -Zero Angel
    • Turrets take 1/3 the time to undeploy. Ref #004 -Zero Angel
    • Turret resale value increased from 10 to 15. Ref #029 -Zero Angel
    • Pilotable combat units, pilots and service trucks are now immune to 1.3 buildzone push. viewtopic.php?f=34&t=4863 Ref #005 -Community Decision
    • Service pods now build 43% faster. Ref #003 -Zero Angel
    • Empty scouts now build in 10 seconds instead of 15, unless upgraded. Ref #006 -Zero Angel
    • Scion units will no longer try to morph to attack mines. Ref #009 -Rush Limbaugh
    • Units have equivalent mass to their racial counterparts. This involves the pushability of cons, scavs, etc... Ref #012 -Rush Limbaugh
    • Pilots
      • Sniper range reduced from 300 meters to 200 meters. Ref #362 -Rush Limbaugh
      • Pilot jetpacks activate instantly when usable, like in 1.2. Ref #007 -Rush Limbaugh
      • Jetpacks not usable for 1.5 seconds after hopping out of ship. (Reduces "special key" misfires in laggy games) Ref #008 -Rush Limbaugh
        -
    • Utility Vehicles
      • Scavengers have a larger collision radius so groups of them will spread out more. (Reduces chance of merging) Ref #013 -Zero Angel
      • Scavengers respond 300% sharper to turning. Ref #014 -Zero Angel
      • Service trucks automatic healing range increased from 30 to 40 meters. Ref #015 -Zero Angel
      • Service trucks now automatically heal nearby buildings in addition to vehicles. Ref #016 -Zero Angel
        -
    • Extractors
      • Upgraded extractors have "+" appended to name. Ref #019 -Zero Angel
      • Upgraded extractor scrap value is now 20. Stock scrap value is 2 (isdf) and 40 (scion). Unupgraded extractors are 20. Ref #018 -Community Decision
      • Initial scrap waiting period of 12 seconds for both extractors and upgrades removed. viewtopic.php?f=34&t=5061 Ref #017 -Community Decision
        -
    • Buildings
      • Default drop off points now closer to armories, this fixes the common issue of accidentally dropping crates into adjacent buildings. Ref #010 -Rush Limbaugh
      • Added ability to zoom in/out an extra 100 meters while in comm bunker view. Ref #011 -Zero Angel
        -
        -
  • ISDF
    • Pilots
      • Respawning ISDF pilots now spawn with the same amount of health as Scion. (100 instead of stock 250) Ref #020 -Unknown Author
        -
    • Buildings
      • Recycler
      • Guntower
        • Plasma
          • Ammo cost removed to prevent the bug where service trucks attempt to heal "infinite ammo" GTs. Ref #022 -Zero Angel
      • Service Bay
      • Bomber Bay
      • Power
        • Power generators cancel for 10 scrap insteaf of 3 and now drop 2 pieces of loose. Ref #075 -Rush Limbaugh
          -
    • Vehicles
      • Scout
        • AI will now move to their fullest speed. Ref #050 -Zero Angel
        • Full Scouts only cost 40 scrap instead of 50 to build unupgraded. Ref #035 -Zero Angel
        • Scouts 20% higher off ground. Ref #052 -Zero Angel
        • Turning sensitivity increased by 36%. Ref #051 -Zero Angel
        • Decreased turning speed 14% while moving, and increased turning speed 43% while stationary. Ref #051 -Zero Angel
        • Empty
          • Costs 30 scrap upgraded instead of 60. Ref #054 -Zero Angel
      • Mortar Bike
        • Exempt from new hover physics to prevent hover mortar bombing. Ref #028 -Zero Angel
        • AI now tries to mortar from 160 meter range. Ref #024 -Zero Angel
        • Model (and hitbox) scaled up by 10%. http://i.imgur.com/OFvcoaB.jpg Ref #025 -Zero Angel
        • Forward movement speed reduced by 8.6%. Ref #026 -Zero Angel
        • Lowered altitude by 47%. Ref #027 -Zero Angel
      • Missile Scout
        • Reverse speed increased by 7.7%. Ref #037 -Zero Angel
        • Strafe speed increased by 5.1%. Ref #037 -Zero Angel
        • Acceleration increased by 15.5%. Ref #037 -Zero Angel
      • Sabre
        • AI will now engage at 140 meters instead of 120 and shoot at 70 meters. Ref #038 -Zero Angel
        • AI will work as individuals instead of as a group with a "leader unit". Ref #039 -Zero Angel
      • Rocket Tank
        • Suspension and center of gravity tweaked, now wobbles back and forth less from being pushed. Ref #040 -Zero Angel
      • Walker
        • Now engages units within 220 meters. Stock was 150 meters. Ref #042 -Zero Angel
      • Bomber
        • Bomber can be passed to teammates. Ref #041 -Unknown Author
          -
    • Weapons
      • Guns
        • Laser
          • Assault
            • Increased range from 100 to 150 meters. (Now same range as assault minigun) Ref #120 -Zero Angel
            • Costs 25% less ammo. Ref #121 -Zero Angel
            • Impact damage: Image+25% Image+25% Image+100%
        • Pummel
          • Combat
            • Spread reduced by 13%. Ref #123 -Zero Angel
            • Costs 33% less ammo. Ref #124 -Zero Angel
            • Impact damage: Image-7% Image-8% Image-20% Image-15% Image-20% Image-7%
      • Cannons
        • AT Stab
          • Combat
            • Projectile speed increased by 20%. Ref #126 -Zero Angel
          • Assault
            • Fire rate halved. Ref #127 -Zero Angel
            • Projectile radius doubled. Ref #128 -Zero Angel
            • Projectile speed increased by 125%. Ref #129 -Zero Angel
            • Impact damage: Image+73% Image+45% Image+38% Image-4% Image+63%
        • Pulse Stab
          • Combat
            • Projectile radius reduced to increase chance of pulse explosion damage. Ref #180 -Zero Angel
            • Projectile speed increased by 10. Ref #181 -Zero Angel
            • To reduce chance of self-harm, projectile takes 33% longer to start pulsing. Ref #182 -Zero Angel
            • Projectile pulsates 17% more frequently. Ref #183 -Zero Angel
            • Increased range 20% (now 120 meters). Ref #184 -Zero Angel
            • Impact damage: Image+9% Image+10% Image+11% Image-5% Image+9%
          • Assault
            • To reduce chance of self-harm, projectile takes 50% longer to start pulsing. Ref #186 -Zero Angel
            • Impact damage: Image+43% Image+40% Image+11% Image-15% Image+21% Image+43%
        • Plasma
          • Re-enabled light visual effects featured in 1.2. Ref #131 -Zero Angel
          • Combat
            • Projectile speed increased by 35%. Ref #132 -Zero Angel
        • MAG
          • Weapon crate costs 20 instead of 30. Ref #133 -Zero Angel
          • Combat
            • Charge hold costs 30% less ammo. Ref #134 -Zero Angel
          • Assault
            • Charge hold costs 30% less ammo. Ref #134 -Zero Angel
      • Missiles
        • TAG Cannon/Comet
          • Combat
            • Ammo cost reduced by 20%. Ref #230 -Zero Angel
            • Leader round projectile travels 100% faster. Ref #231 -Zero Angel
            • Swarmers turn 32% faster. Ref #232 -Zero Angel
            • Swarmers now gradually gain speed, and go 125% faster. Ref #233 -Zero Angel
            • Swarmers now attempt to stay 40 meters away from obstacles. Ref #234 -Zero Angel
            • Impact damage: Image+20% Image+35%
          • Assault
            • Comets 50% lower to ground. Ref #270 -Zero Angel
            • Fire rate halved. Ref #260 -Zero Angel
            • Health increased 50%. Ref #261 -Zero Angel
            • Costs 30% less ammo. Ref #262 -Zero Angel
            • Armor class changed from None to Heavy. Ref #263 -Zero Angel
            • Speed increased 67%. Ref #264 -Zero Angel
            • Climbs around mountains more effectively. Ref #265 -Zero Angel
            • Comet takes 30% longer to expire. Ref #266 -Zero Angel
            • Impact damage: Image-30% Image-27% Image-47% Image-45% Image-38% Image-18%
            • Destroyed damage: Image+3900% Image+3400% Image+2400% Image+3900% Image+2400% Image+3900%
            • Destroyed explosion radius increased 400%. Ref #269 -Zero Angel
        • FAF Missile/Hornet
          • Assault
            • Impact damage: Image-22% Image-12% Image-25% Image-36% Image-22%
        • Shadower/Salvo
          • Combat
            • Impact damage: Image-61% Image+20%
      • Mortars
        • Mortar
          • Mortars costs 25 scrap instead of 40. Ref #137 -Zero Angel
        • MDM Mortar
          • Mortars costs 25 scrap instead of 40. Ref #137 -Zero Angel
        • Splinter
          • Mortars costs 25 scrap instead of 40. Ref #137 -Zero Angel
          • Fire rate decreased by 38%. Ref #290 -Zero Angel
          • Ammo cost reduced by 20%. Ref #291 -Zero Angel
          • Projectile speed increased 3%. Ref #292 -Zero Angel
          • Splinter health increased 942%. Ref #293 -Zero Angel
          • Armor class upgraded from None to Light. Ref #294 -Zero Angel
          • The longer the splinter lives, the easier it is to kill as its health decreases at a rate of 105/sec. Ref #295 -Zero Angel
          • Splinters can now be collided with and shot. Ref #296 -Zero Angel
          • Final explosion of splinters removed. Ref #297 -Zero Angel
          • Added heat signature of 50%, so FAF msl, etc, will attract to splinters. Ref #298 -Zero Angel
          • Splinters start shooting 50% sooner. Ref #299 -Zero Angel
          • Splinters hover 17% lower to the ground. Ref #300 -Zero Angel
          • Splinter spray reduced by 20%. Ref #301 -Zero Angel
          • Splinters expire 30% faster. Ref #302 -Zero Angel
          • Impact damage: Image-47% Image-33% Image-33% Image-33% Image-33%
          • Added ground explosion with a radius of 10 meters (extra damage). Ref #304 -Zero Angel
          • Added vehicle explosion with a radius of 5 meters (extra damage). Ref #305 -Zero Angel
      • Mines
        • M-Curtain
          • Fire rate decreased by 20%. Ref #145 -Zero Angel
          • Life span decreased by 17%. Ref #146 -Zero Angel
          • Ammo cost decreased by 10%. Ref #147 -Zero Angel
          • Magnetic field adjusted to be more 1.2-like. Ref #148 -Zero Angel
        • Mits Mine
          • Untriggered mines last 33% (10 seconds) longer. Ref #149 -Zero Angel
          • Trap trigger radius increased by %50 (or by 5 meters). Ref #150 -Zero Angel
          • Pull of projectiles and objects toward center reduced almost in half. Ref #151 -Zero Angel
        • Prox Mine
          • Mine lasts 33% (10 seconds) longer. Ref #152 -Zero Angel
          • Fire rate increased by %25 (1 second). Ref #153 -Zero Angel
          • Trigger radius increased by 15% (3 meters). Ref #154 -Zero Angel
          • Powerful kicking force with range of 50 meters added. Ref #155 -Zero Angel
          • Explosion damage: Image-8% Image-12% Image-12% Image-67% Image+200%
      • Specials
        • Red Field
          • Costs 42% less ammo. Ref #140 -Zero Angel
        • Phantom VIR
          • Costs 20% less ammo. Ref #141 -Zero Angel
        • SITE Camera
          • Costs 80% less ammo. Ref #142 -Zero Angel
      • Pilot Weapons
        • Jetpack
          • Pilot jetpacks cost 15 scrap to drop instead of 30. Ref #143 -Community Decision
            -
            -
  • Scion
    • Buildings
      • Kiln/Forge
      • Dower
      • Stronghold
        • Stronghold now costs 60 scrap instead of 70, and now cancels for 20 instead of 30. Ref #361 -Rush Limbaugh
      • Jammer
        • Jammers now limited to 2 per team. Ref #455 -Rush Limbaugh
          -
    • Vehicles
      • Scout
        • Special hardpoint moved to x center of craft model, was previously biased to the right. Ref #055 -Rush Limbaugh
        • Unmorphed
          • Unupgraded scrap cost reduced from 45 to 40. Ref #090 -Rush Limbaugh
          • Cancels for 15 scrap instead of 10, and now drops 3 pieces of loose. Ref #091 -Rush Limbaugh
          • Ammo decreased by 25%. Ref #056 -Zero Angel
          • Ammo regains 50% faster. Ref #057 -Zero Angel
          • Image signature decreased by 20%. (Harder to lock on to.) Ref #058 -Zero Angel
          • Aims 59% higher while reversing. Ref #059 -Zero Angel
          • Decreased turning speed 16% while moving, and increased turning speed 57% while stationary. Ref #060 -Zero Angel
          • Steering sensitivity increased by 125%. Ref #061 -Zero Angel
          • Strafing speed increased by 10%. Ref #062 -Zero Angel
        • Morphed
          • Accelerates 68% faster. Ref #063 -Zero Angel
          • Increased turning speed 40% while moving, and increased turning speed 20% while stationary. Ref #064 -Zero Angel
        • Empty
          • Costs 30 scrap upgraded instead of 55. Ref #065 -Zero Angel
          • Cancels for 15 scrap instead of 20. (And drops 3 pieces of loose instead of 4.) Ref #066 -Zero Angel
          • Builds in 15 seconds when upgraded instead of 20. Ref #067 -Zero Angel
          • Unmorphed
            • Strafing speed decreased by 17.5%, now strafing matches full scout strafing. Ref #068 -Zero Angel
          • Morphed
            • Steering is 40% more sensitive. Ref #069 -Zero Angel
            • Accelerates 68.2% faster. Ref #070 -Zero Angel
            • Jumps 40% higher. Ref #071 -Zero Angel
            • Increased turning speed 40% while moving, and increased turning speed 20% while stationary. Ref #072 -Zero Angel
      • Sentry
        • Scrap resale value increased from 10 to 15. Ref #076 -Rush Limbaugh
        • Scrap cost reduced from 50 to 40. (50 to 45 upgraded) Ref #365 -Rush Limbaugh
        • AI will utilize the ship's maximum speed. Ref #077 -Zero Angel
        • Unmorphed
          • Forward speed increased by 6%. Ref #079 -Zero Angel
          • Acceleration increased by 8%. Ref #080 -Zero Angel
          • Aims 50% higher while reversing. Ref #081 -Zero Angel
          • Turning sensitivity increased by 25%. Ref #082 -Zero Angel
          • Jump thruster power increased by 47%. Ref #083 -Zero Angel
          • Orientational elasticity decreased by 17%. Ref #084 -Zero Angel
          • Sentries 20% higher off ground. Ref #085 -Zero Angel
          • Tilts 200% more while strafing. Ref #086 -Zero Angel
          • Tilts 18% less while turning, and tilts in the opposite direction. Ref #086 -Zero Angel
        • Morphed
          • Health increased by 33%. Ref #078 -Zero Angel
      • Lancer
        • When upgraded, costs 60 scrap instead of 65. Ref #092 -Zero Angel
        • Health increased from 2300 to 2500. Ref #093 -Zero Angel
        • Image signature increased by 33%. Ref #094 -Zero Angel
        • Unmorphed
          • Forward speed increased by 13%. Ref #095 -Zero Angel
          • Acceleration decreased by 20%. Ref #096 -Zero Angel
          • Friction decreased by 58%. (takes longer to stop) Ref #097 -Zero Angel
        • Morphed
          • Strafing speed increased by 12%. Ref #098 -Zero Angel
          • Acceleration decreased by 28%. Ref #099 -Zero Angel
          • Increased turning speed 60% while moving, and decreased turning speed 62% while stationary. Ref #100 -Zero Angel
      • Warrior
        • Unmorphed
          • Regains ammo 40% faster. Ref #101 -Zero Angel
          • Steering sensitivity increased by 56%, now matches other tanks. Ref #104 -Mortarion
        • Morphed
          • Health increased from 2500 to 3000. Ref #102 -Zero Angel
          • Health regains 33% faster. Ref #103 -Zero Angel
      • Archer
        • Health increased from 1400 to 1500. Ref #107 -Zero Angel
        • Ammo decreased to 1750 from 2000. Ref #108 -Zero Angel
        • Ammo now regains at 4/sec. (Previously 0) Ref #109 -Zero Angel
        • Forward speed increased by 42%. Ref #110 -Zero Angel
        • Reverse speed increased by 2%. Ref #110 -Zero Angel
        • Strafe speed decreased by 2%. Ref #110 -Zero Angel
        • Takes 140% longer to deploy. Ref #111 -Zero Angel
        • Undeploys 80% faster. Ref #112 -Zero Angel
        • Back to being unsnipable and unpilotable, like in 1.2. Ref #106 -Rush Limbaugh
      • Mauler
        • AI Maulers will now run to their fullest speed. Ref #105 -Zero Angel
          -
    • Weapons
      • Guns
        • EMP Lockdown
          • Costs 20 scrap to drop instead of 30. Ref #391 -Rush Limbaugh
          • Assault
            • Weapon range doubled. Ref #160 -Zero Angel
            • Projectile speed increased 50%. Ref #161 -Zero Angel
            • Costs 33% less ammo. Ref #162 -Zero Angel
            • Lockdown effects targets 200% longer. Ref #163 -Zero Angel
      • Cannons
        • Plasma
          • Removed Kiln requirement to equip or drop Scion Plasma. Ref #403 -Rush Limbaugh
        • Sonic Blast
          • Only requires Stronghold to drop or equip. Ref #402 -Rush Limbaugh
          • Costs 20 scrap to drop instead of 30. Ref #164 -Zero Angel
          • Combat
            • Removed kick from explosions, for lag reasons. Ref #350 -Rush Limbaugh
            • Projectile speed increased by 20%. Ref #390 -Rush Limbaugh
            • Impact damage: Image-20% Image-20% Image-20% Image-20% Image-66% Image+88%
          • Assault
            • Sonic wave covers 33% more area. Ref #166 -Zero Angel
        • Quill
          • Removed Antenna requirement to equip or drop Quill, now requires Kiln instead. Ref #393 -Rush Limbaugh
        • Arc Cannon
          • Combat
            • Kicking force removed. Ref #167 -Zero Angel
            • Impact damage: Image+10% Image+10% Image+13% Image+13% Image+10% Image+20%
          • Assault
            • Ammo cost reduced by 13%. Ref #169 -Zero Angel
            • Kicking force removed. Ref #167 -Zero Angel
      • Missiles
        • Multilock
          • Only requires Antenna instead of Stronghold to drop or equip. Ref #240 -Zero Angel
          • Combat
            • Lock on range increased by 12% (20 meters), range is now 190 meters. Ref #241 -Zero Angel
            • Locks onto targets 50% faster. Ref #242 -Zero Angel
            • Locking radius doubled. (don't have to aim as precisely on target) Ref #243 -Zero Angel
            • Shots fire 60% faster. Ref #244 -Zero Angel
            • Lock is lost when aim deviates more than 90 degrees from target. Lost past 5.75 degrees in stock. Ref #245 -Zero Angel
            • Impact damage: Image-10% Image+14% Image-11% Image-14%
          • Assault
            • AI no longer need line of site to launch WASP. Ref #247 -Zero Angel
            • AI range reduced by 16.5%. Ref #248 -Zero Angel
            • Ammo cost reduced by 73%. Ref #249 -Zero Angel
            • Heat and Image signatures reduced by 50%. Ref #250 -Zero Angel
            • Climbs around mountains more effectively. Ref #251 -Zero Angel
            • Moves 23% faster. Ref #252 -Zero Angel
            • Turns 50% faster. Ref #253 -Zero Angel
            • Health reduced by 45%. Ref #254 -Zero Angel
            • Impact explosion now has kicking power (40 meter radius). Ref #255 -Zero Angel
            • Impact explosion radius decreased 33%. Ref #258 -Zero Angel
            • Impact damage: Image-73% Image-64% Image-50% Image-73% Image-69% Image-71%
            • Destroyed explosion radius increased 250%. Ref #259 -Zero Angel
            • Destroyed damage: Image+900% Image+900% Image+775% Image+900% Image+400% Image+700%
        • Stinger
          • Only requires Antenna instead of Stronghold to equip. Ref #190 -Zero Angel
          • Combat
            • Projectile heat seeking no longer attracted to friendlies. Ref #194 -Zero Angel
            • Porjectiles turn 20% faster. Ref #193 -Zero Angel
            • Projectile speed increased by 50%. Ref #191 -Zero Angel
            • Heat seeking promiscuity narrowed by 33%. Ref #192 -Zero Angel
            • Impact damage: Image+100% Image+100%
          • Assault
            • Now tries to stay 40 meters away from obstacles. Ref #196 -Zero Angel
            • Turns 20% faster. Ref #197 -Zero Angel
      • Mortars
        • Acid Cloud
          • Added 1.5 second hold time before first shot can be fired, to allow AI time to aim before shooting. Ref #271 -Zero Angel
          • Fire rate decreased by 25%. Ref #272 -Zero Angel
          • Shots now vary by 8.6 degrees. Ref #273 -Zero Angel
          • Ammo cost decreased by 55%. Ref #274 -Zero Angel
          • Added image signature so lock-on weapons (e.g. rckt tanks) can attack mines. Ref #275 -Rush Limbaugh
          • The mines healthbar will now be an indicator of how long it lives, and can be killed easier the longer it lives. Ref #276 -Zero Angel
          • Mine now does more damage to units closer to its center, and less to units closer to its outer radius. Ref #278 -Zero Angel
          • Damage from acid cloud mines will now alert commanders that their units are being attacked. Ref #279 -Zero Angel
          • Mine activates 70% (3.5 seconds) faster. Ref #280 -Zero Angel
          • Radius of gas reduced by 13%. Ref #281 -Zero Angel
          • Range reduced from 350 meters to 300 meters. Ref #277 -Rush Limbaugh
        • Popper
          • Range increased by 80 meters. Ref #220 -Zero Angel
          • Fire rate decreased by 20%. Ref #221 -Zero Angel
          • AI tries to anticipate aim on moving targets better. Ref #222 -Zero Angel
          • Projectiles are now heat seeking. Ref #223 -Zero Angel
          • Projectile radius tripled so it hits targets easier. Ref #224 -Zero Angel
          • Impact damage: Image+2% Image+2%
      • Mines
        • Seeker
          • Doesn't activate right away, dormant seekers live 45 seconds. Ref #207 -Zero Angel
          • Active seekers last 25% (5 seconds) longer. Ref #208 -Zero Angel
          • Seeks targets 40% (20 meters) further. Ref #209 -Zero Angel
          • Floats toward target 3 times as fast. Ref #210 -Zero Angel
          • Full explosion occurs even if destroyed. Ref #212 -Zero Angel
          • Explosion damage: Image+33% Image+33%
        • Prox Mine
          • (See ISDF Prox Mine notes)
      • Specials
        • Blink
          • Added Dower and Overseer as requirements to equip or drop. Ref #401 -Rush Limbaugh
          • Added 2 second cooloff, so blink cannot be spammed. Ref #201 -Zero Angel
          • Ammo consumption increased by 100%. Ref #202 -Rush Limbaugh
          • Ammo distance multiplier increased by 50%. Ref #203 -Rush Limbaugh
          • Reduced explosion (blinking in) kick radius by 80%. Ref #204 -Zero Angel
          • Reduced explosion (blinking in) kick force by 50%, and inverted force direction. Ref #205 -Zero Angel
          • Explosion damage: Image-50% Image-50% Image-50% Image-50% Image-50% Image-50%
      • Pilot Weapons
        • Jetpack
          • Pilot jetpacks cost 15 scrap to drop instead of 30. Ref #143 -Community Decision
            -
            -
  • Hadean
    • Buildings
      • Arsenal
        • Worm/Sprinkler Msl combo crates removed, 1.3 behaviour only replaces selected weapon. Ref #115 -Rush Limbaugh
          -
    • Units
      • Locust
        • Locusts use sentry AI process so they circle around their target when in groups. Ref #360 -Rush Limbaugh
          -
    • Weapons
      • Mines
        • Prox Mine
          • (See ISDF Prox Mine notes)
        • Flame Mine
      • Pilot Weapons
  • Maps
    • VSR comes with a large selection of new and classic (mainly converted from ZST) maps.
    • Trinity
      • Pools now blend with terrain.-
    • Red Slope
      • Stray isolated loose piece removed.-
    • Mirador II
      • Realigned terrain to be symmetrical.
      • Added pools that were originally intended to be on the map (as seen here http://i.imgur.com/VWblB9V.jpg).
      • Fixed pathing.-
        -
  • DLL
    • Spawning pilots and empties are invulnerable for 15 seconds, or until a pilot gets in. (Optional and adjustable)
    • Starting craft & recycler spawn in fixed symmetrical formation facing the map center. http://i.imgur.com/TfEvrRw.png (Optional)
    • When a player leaves and rejoins, their location, stats and vehicle will be restored to when they left, instead of receiving a new ship. (Optional)-
      -
  • Shell
    • VSR contains an alternative map selection screen where sorted (by size, loose, or author) pages of maps are available.

New and old maps:
Image

Installer optionally includes enhanced team slots:
Image

Image

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Last edited by Vearie on November 12th, 2017, 9:23 pm, edited 4 times in total.

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 Post subject: Re: VSR 6.0 Released
PostPosted: October 24th, 2016, 7:42 pm 
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Joined: February 18th, 2011, 3:06 pm
Posts: 1260
Location: Atheists are MORONS
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 Post subject: Re: VSR 6.0 Released
PostPosted: October 24th, 2016, 7:46 pm 
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Joined: September 24th, 2012, 12:57 pm
Posts: 36
FREE DOWNLOAD
DOWNLOAD VSR 6.0 DOWNLOAD MANAGER

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 Post subject: Re: VSR 6.0 Released
PostPosted: October 26th, 2016, 11:54 pm 
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Joined: March 15th, 2006, 7:35 am
Posts: 2159
Location: Saskatoon, Canada
Glad to see that work on this is continuing.

I've updated the shortlink http://tinyurl.com/bz2vsr points to the 6.0 release now. Give it to your fellow bz2 players that don't know how to use forums.

_________________
Regulators.
Regulate any stealin' of this biometal pool. We're damn good too.
But you can't be any geek off the street.
Gotta be handy with the chains if you know what I mean.
Earn your keep.


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 Post subject: Re: VSR 6.0 Released
PostPosted: January 27th, 2017, 9:41 am 
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Joined: November 28th, 2014, 1:14 pm
Posts: 9
OMG this game still alive ehehehehehe !!!!


im back, what news ???!!!

I want come back on the zone.

what I must download now ????


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 Post subject: Re: VSR 6.0 Released
PostPosted: November 16th, 2017, 8:55 am 
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Joined: November 16th, 2017, 7:34 am
Posts: 1
Hey!

I was wondering, since this mod is popular and it does fairly well, if the developer could make it possible to have 2 human allies vs two enemy AI? Since it's already possible to have one human player vs 3 AI, I figured it would be an easy add to make it possible for two human bases to exist. I love this mod, and all the balance changes and the ability to play as 4 different races. I'm amazed no other mod really truly embraces co-op multiplayer, and it really is the last thing I'd ever think to ask for in BZ2 VSR.


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